Thanks everyone for your thoughts and input, the only reason I dropped this in the balance section was because I wasn't sure if it would be a balance topic, general discussion, or what have you, this just seemed like a good place to discuss. Secondly I whole heartedly agree to 1 KT(it is mentioned in post), secondly these are just thoughts based on how readily available it is, not based on unit performance. Cost is a viable option to make it fall inline with other units availability as well, again I am here nor there on where it is currently by stats or cost, again just a thought. As far as the comment about 1v1's I'll be honest I just don't have the skills for it, and I prefer to play with friends. Undoubtedly it is a better more balanced mode, just not as good to make it fun for me(or my opponents lol). That's all. |
This is not a whine thread, so no one get all uppity over this, this is my observation thats all, with hopefully a few suggestions in terms of balance/meta, and I am unbiased as you will see in this post. As always, as long as they are not biased or claims of OP, all comments are welcome, as well as opinions.
So as we all know, the Brits have 2 divergent final tech upgrades, the Hammer(Comet), or the Anvil(Churchill), my main problem comes with the Churchill, this unit is very cheap, and in 2v2 and up games, very much able to be produced in huge numbers, to me this is not so much balance, as it is an issue in the Meta(Maybe balance but idk?), from my play the game delves back into what Relic had tried to reduce heavy tank play/reliance by implementing a heavy limit to call ins, which has worked out great thus far, with the Brits we can see as many as three Churchills in a game depending on duration, map control, and the tactics the other team employs(such as saving fuel and playing infantry and AT gun heavy play). This is again, somewhat bringing the meta back to heavy tank reliance for the Brits ONLY.
Solution(s)/Thoughts:
The Churchill is a heavy, though not call in, it is a heavy, lets emplace a limit on that as well, one at a time, per player(Like the call in theory), this will employ players to use the tank in its more suitable role, of being a damage sponge, while using Firefly's behind it as the dmg dealer(This rule would also apply, to the King Tiger as well, with being allowed one at a time, not multiples, don't worry). This would again influence more combined arms play. The Comet in my opinion is not a heavy tank, to me it fits more of a medium style role and would be exempt from this limit, as well as the fact that is does have a much much higher cost than the Churchill, but does perform better in almost all roles it has.
Another idea would be to increase the Churchills cost, the reason behind this is simply its not as expensive to build, therefore you can get multiples with some degree of ease, but I don't think that is AS reasonable as the limitations on it, seeing as its AT performance is no where near worthy of a cost increase.
Conclusion:
Simply put, I was enjoying the expansion of combined arms play prior to the Brits, this had the made game rather stagnant, seeing as I play both sides of the game as an Axis(Mostly), and Allies(Whenver I can) the strategies get rather predictable with the Brits, if you see Anvil engineers, expect multiple Churchills at some point possibly(Not including a call in Churchill), I would just like to see this added so people would be encouraged to use the Cromwells and their speed for flanking, or Firefly’s using the Churchill as a sheild to soak up damage as they take down the enemy armor ahead. Thanks for reading, and any of your thoughts and feedback you may give.
Cheers,
Tech
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Hey all, first time posting on the forums here, this is a copy and paste(one I did on the relic forums at work and can't really edit, at the moment, sorry in advance!)
First off I want to start by apologizing for the format, please bear with me as I'm doing this from my mobile and will edit it once I get in from work, just want to do it while the thoughts are fresh.
As we know, blobbing be it shreks, rifles, cons, greens, or what have you are an ongoing issue in this game, so I have a suggestion. Taking from the British we see they get a small buff from cover in RoF, why not take this theory and apply it across all factions? Albeit in different buffs, so for Americans, since their accuracy is worse at long range, they get a small buff to long range accuracy as an example? We apply this for all factions, boosting their weaker attributes slightly while promoting the use of cover.
Another option was posted by CoffeeBeanz(if he reads this, I hope he will post his theory) in which case we add modifiers to blobbed squads Increasing dmg received by incoming fire(again if he reads he can correct my mistakes).
Next up is tank, and vehicle play in general, and that spamming them is very easy in team games, 2v2's maybe not so much, but still possible. I for one get tired of watching a game delve into spamming of Panthers, Comets, Churchills, Easy 8's, KT's, T-34/85's etc etc... To me the game should be more about tanks supporting your other forces, and your other forces supporting the tanks, so my proposal would be to take caches and apply the Opel blitz rule to them, the player who builds the cache gains the benefit, the allies do not, thus making each tank/vehicle more valuable, and not throwing it away to just because you can make more anyways. This would also help with another issue which is Ostheers redistribute resources on the SCAS doctrine, meaning you'd have less fuel to chain the attacks on conversion, making each attack require certainty, and knowing when to use it, or getting that tank out instead. The only other option i could see being good would be to remove caches all together and revert to the vCoH style resource system with multiple points of higher and lower values.
Again, I apologize for this being a block of text, and will edit it once I get home(or a mod is more than welcome to clean it up if he/she so wishes). Also all questions, comments and opinions are welcome.
Thanks,
Tech |