General Information
Broadcast: https://www.twitch.tv/Prime_Clarity
Twitter: www.twitter.com/Prime_Clarity
Steam: 76561198065111639
Residence: United States
Nationality: United States
Timezone: America/North_Dakota/Center
Have you thought about playing this tourney on the Balance Preview or would you rather give people time to practice more on the live game? Still KIMBOGOD reigns supreme.
Hi Rosbone, can the program show ranks from a replay or if you watch a game in the Live Games section or is does it just work with Automatch? (I'm Prime_Clarity on Twitch) Well I answered my own question, thank you random 4's.
I don't think it could be completely out of the question for Ostheer to get the OKW P4 in Tier 4 (Same as the one in Strategic Reserves). Would be nice to have a semi-versatile unit in Tier 4 but the standard P4 should stay in Tier 3 as it is right now. Maybe the werfer could be a Tier 3 unit but I could see it becoming a massive problem within team games as a whole. You would have to replace the P4 in the commander with something, maybe armored skirts that act like the bulldozer for USF. That way you could get a stronger P4 in Tier 3 while still getting the OKW P4 in Tier 4.
Some alright changes but I think some are maybe a bit too tame and go in the wrong direction.
Tiger: 9 CP to 12 CP
Alright with the CP increase but I still feel full tech requirements should remain considering their current timing at 11 CP and also viewing how strong they are against all targets after receiving the scatter buffs.
Tech Changes
Sentiment suggests that Ostheer tier 4 is too prohibitive to use. In order to facilitate an easier transition for Ostheer T3 to T4 builds, we have implemented the following:
Battlephase 2 tech from 90 fuel to 105 fuel
Battlephase 3 tech from 25 fuel to 35
Support Armour Korp (T3) no longer has a fuel cost
Heavy Panzer Korp (T4) building no longer has a fuel cost
15 fuel cost being taken from Tier 4 should help it come slightly earlier but I think the problem simply stems from Tier 4 units not being worth their current cost values. Brummbar gets hardcountered by a pair of AT Guns or a cheaper tank destroyer. The Ostheer Panther is also very inaccurate on the move. Werfer is sort of alright but I generally think it stinks in a 1v1 situation.
Grenadiers
Reinforce cost from 30 to 28
I don't think this buff will really do much to make Grens be able to compete with other mainline infantry units. The issue with Grens is a lack of durability before Vet 3, they simply get shredded. They also don't pack the same firepower that fully upgraded Tommies and Riflemen have. I would like to see them get access to the German Infantry Doctrine's 5-man upgrade at Battlephase 2 or 3. You could just replace that ability with a 3x G43 package for 60 muni or so.
Brummbar
Armour from 240 to 260
A nice little buff for the Brummbar but I don't think it will be enough to bring it back fully. I would look into maybe slightly reducing its cost.
Panzerfaust - all variants, including OKW
The speed of the Panzerfaust projectiles being lowered as an attempt to remove the issue of Panzerfausts occasionally missing their targets.
Projectile speed from 55 to 25
Assuming this is more of a test change trying to figure out the cause of the Faust bug since reducing the speed for the faust would be a net nerf and a death blow to Ostheer in 1v1 in the current state of the game.
Giving them a Scoped G43 that acts kind of like JLI would be an interesting idea, obviously would need testing but 1 Scoped G43 for like 60 muni. Maybe delay it until 3 CP instead of 2 or something. Otherwise I wish you could get the 5-man upgrade without having to go German Infantry, having it locked behind BP3 or Tier 4 would delay it enough so it comes around the same time as 7-man Conscripts.
Yeah, the only way heavies could stay at the CP Value they are in the Winter Balance Preview would be if they are all restricted behind tech but each faction has different teching costs so it would be difficult to balance them so they all come around the same time period. I think Ghost's solution could actually work moderately well and would encourage people to use caches in 3's and 4's to help their teammates out. Maybe each cache provides like 1/2 CP for the player that builds it or something.
And I suppose that also means couple of hundred of mp less for them too, right?
Because no other faction pays as much mp as soviets including tech and side costs together.
No, I am just theory crafting how they could fix heavies, it would be difficult to lock them all behind all tech like the KT though. Cons are still going to be 17 mp while upgraded as well so I think Soviets typically don't bleed MP as hard as other factions. Just making all heavies 12 CP would be a good start though to delay them by at least a few minutes. Not sure why people take posts personally.