I honestly would be fine if they tied the 81mm Mortar in Lend Lease to either Tier 2 or the AEC sidetech. |
Agree with Serrith, the Jackson has some of the best aspects of the Panther but is cheaper overall, it has good mobility, good penetration, and can snipe units at a distance. It's also moderately durable allowing it to out slug Axis mediums in a head on fight and flanking the Jackson is difficult because it has so many good characteristics. I would be fine with the Jackson receiving some slight nerfs but in change its cost is lowered again to compensate. In a 1 to 1 fight with a Panther the Jackson won't win but when you are able to kite and backpedal constantly it makes it really difficult to actually get on top of the Jackson's without taking loads of damage. |
i think if the UKF has to side tech for one more thing I'll explode XD
I was saying the AT Nades could be in a bundle with the Mills bombs and just slightly increase the price to 150 mp 15 fuel. |
OST are difficult especially if they get an MG in a good building early game, had a game of crossroads, was north and he got an MG in the little house followed by a sniper, can't smoke it, cant wait for 90 muni and tech for wasp, cant flame it without doctrine and even then, I need tech. Quite frustrating.
Yeah I feel like in that match-up I have to crutch on Mobile Assault or Lend Lease to help me out in the early game. |
I don't actually think the Flak is bad for it's timing at the moment but I feel like Battlegroup HQ is too expensive in general at the moment. If you think about it, it's 70 mp 15 fuel for the truck, 200 mp and 25 fuel to drop Battlegroup and 100 mp 15 fuel for medics. That ends up being 370 mp and 55 fuel just for healing access. This delays the Flak Halftrack heavily in my opinion, if the Battlegroup was lets say 150 manpower instead of 200 and the truck came with the medic upgrade you could save 15 fuel and 150 manpower which could help you tech quicker getting Obers out faster or being able to rush the Flak HT without having to skip out on healing. The Flak comes to late if you get medics first and the rest of the truck doesn't really help with the Retreat Point being overpriced. ISG's are nice but when you could have the Luchs and the Puma you would take them instead. Mech at the moment is essentially 270 mp 60 fuel, meaning you spend 5 more fuel but you save 100 manpower which is more noticeable. Mech is generally cheaper and has better units resulting in more people going for it, the truck only becomes more expensive when you spend 100 mp 15 fuel on the mechanics but people don't tend to do this in the early game since repairs aren't as big of an issue.
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UKF has one big problem. Playing vs. Ostheer. The match-up with OKW is somewhat OK for both sides after the last major patch.
I think with side-tech snares on Tommies and a standard mortar in Tier 2 they would be much better against Ostheer. |
I feel like putting a standard mortar into Tier 2 would be fine, I also think they should allow you to tech HEAT Grenades for Tommies and probably lump it in with Mills bombs and increase the cost to 150 mp 15 fuel. In change they could maybe slightly lower the cost of teching Tier 3 manpower wise. |
My only problems with the map is that there is maybe one territory point to much on each side of the map, probably the one where the old muni point used to be, and I wish it was little easier to get a triple cap. Otherwise the movement of the muni and fuel points are actually brilliant ideas and aesthetically this map is great. |
From what I played and have seen this is kind of how it see the game so far.
1. Brits are probably the weakest allied faction but I think they can work against OKW on certain maps such as Crossroads or Faymonville. Some players may prefer them to Soviets in the current patch.
2. Soviets seem alright but are generally better against OKW as long as you go for the Double Engineer, Double Penal, M3 opening and make sure to put in as much damage with the M3 during its window.
3. Ostheer and OKW seem to come down more to personal preference to some extent and also the map you are playing on but I think Ostheer struggles against the light vehicle pressure and infantry USF has access to. After the M20 nerfs I don't think OKW has as hard of a time dealing with it now. I would maybe give the slight edge to Ostheer since I think they are better against Brits and Soviets but with USF being probably the overall best faction I think OKW is certainly very viable.
4. I think USF is probably the strongest allied faction overall but I don't think it's by a large margin, they are able to put the most pressure on in the early game and have great infantry but they have some slight flaws that keep them from being the de-facto best faction.
I actually think the maps have a larger impact on balance at the moment as Langres North is still at a large disadvantage and the current automatch version of Kholodny Ferma favors the west player substantially. Ideally, I don't think Langres should be in the tourney pool and hopefully we get the current version of Kholodny in automatch soon since 4 veto's is not enough. Plus I think Heavy call-ins need a CP increase of 2-3 across the board since heavy call-in stall seems to still be meta which was kind of the point of tying them to tech in the first place.
1v1 Factions (Ranked)
1. USF
2. Ostheer (interchangeable with OKW)
3. OKW (interchangeable with OST)
4. Soviets
5. Brits |
To me the Comet is alright but Churchill is much better for it's cost and is better in tandem with the Firefly. Comet probably could use a decrease in cost to make it more comparable to the Churchill at least. |