I think every faction has a plus and minus that equals out to being level and balanced... |
Emplacements should have never been put in the game imo, they are sim city pushing units. And they are NOT OFFENSIVE weapons, they are defensive. They force OH commander slot and choice, and if you allow 2 or 3 volks to walk up and throw their nades then it's poor planning. |
Kubels should be 5 fuel. But some of you need to keep in mind, they cannot shoot and cap. They are useless vs infantry in buildings/green cover. And more then 1 won't be useful after 6 minutes. |
I don't find the crock imbalanced. I think it's where it should be. |
Both of which suck.
I'd rather have a schreck, at least that kills inf randomly.
Incendiary grenade it just to heat up Allied marshmallows.
Well meanwhile in coh2, double bars suck? I wonder why almost everyone does that in game. Assuming they didn't go rifle company. Double zooks, I see rear echelon with double zooks a lot. Wonder why they are not as good as possible shrecks? Because then everyone would have 2 of them on every squad. Oh and guess what they are receiving a buff. At the same time volks get the two nades. "Searching for the chill" |
I hardly ever see a JT/17 pounder match up. And regardless of what some of you claim, I highly doubt the average player goes "you know what, I won't build a 17 pounder because of the JT that is going to come out 15 min from now." Kappa |
except the pak43 also had 100 range as well, meaning it could fire back at the isu. The pak43's piece terrain ability also allow you to place pak43 behind houses and shield it fromm the isu in most cases.
right now the jt out-range the 17 pounder, meaning the 17 pounder can't defend itself.
the pak 43 can be taken out by a strafe round, or a Katusha, or by basic artillery. and doesn't have some magical near invincible shield over it. iv seen a 17 punder with brace, and with the repair take on 2 or 3 KT rounds, a Stuka Dive bomb, and a stuka HT. and maybe a few panther hits. The damage was minimal. and it held off a full offensive because it gave time for the support units to show. now imagine 2 more behind that 1. yea lets do that.. |
what people fail to realize, that in 2v2 you rarely see a JT, in 3v3/4v4 usually there is 1. maybe MAYBE 2. i hardly see that. with that being said, youll see well supported sim city blocks everywhere because they out range every axis unit in the game (assuming you get the buff/nerf)and unlike there being 1 or 2 JTs. there will be 4-6 17 pounders.. with everyone going JT/Elephant to try to counter that. |
Or you could, you know, think level above "OKW is up on general scale, so its automatically justifies their op units" logic. Thats why majority of balance topics are pudding - people don't want balance, or strategically rich factions, they want their favorite factions to be overpowered and stomp all others with least effort full-meta builds.
This topic is not about OKW being up or JT being op, its about one exact unit. 17pounder. Which is ABSOLUTE waste in anything team-game related by sole reason it HARD countered by JT. Not by mortarHT or isgs or other indirect fire weapons, which by design should be more or less counters to emplacements. That big-ass AT gun being wrecked by super TD across map with 0 counter-play possibilities.
This makes 17p UNARGUABLY non-existent unit, and kills one of intended UKF late game options.
How it can be justified?
it cant be justified, your right im wrong. buff 17/nerf JT. they should have equal range, or JT should have less. let me go buy sim city now, so i can start getting some early practice before it hits coh2. |
You know that you dont need to do anything with jagd, right? Like just sit there under cover of 5 (or more if you have limit) raketens and support allied tanks/your own infantry.
Also you can attack emplacements AFTER brace.
Yea your right I'm wrong, buff 17 pounder and nerf JT, what was I thinking. I'm a noob, that's what I should have thought first. |