Hence what I've said in the first sentence?
Last sentence regards to people complaining about them being "op" now, while completely ignoring everything else that isn't 1v1 vacuum scenario.
Go check the build time for grens and ost T1 and compare that to soviet T1 and penals.
Then go and compare how long it takes to build 3 grens and how long it takes to build 3 penals, including manpower income.
Return with surprised pikachu face.
I honestly doubt that, given what mod team already said about penals and penal openings.
It needs complete revamp of penals (in price, build time, reinforcing cost, etc.) but it's possible and it could work, possibly better than current solution
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You are all also completely ignoring for whatever reason timing, penals arrive much later then any other mainline and are always outnumbered and opening with penals leaves you with much lower map control in early game, exposing you to lights and you think its a good idea to delay own lights even further?
No1 said it would keep it;s 300MP cost.
For the timing - grens says hello. Wanna earlier and better early map control go conscripts or go for penals who scale better in time. That's the idea.
It needs complete revamp of penals (in price, build time, reinforcing cost, etc.) but it's possible and it could work, possibly better than current solution
And what's the point then in the Penals if they have to buy SVT-40?
Same as panzerfuzzilier without G43 upgrade |
Or it could completely backfire and move soviets back into call-in inf spam meta due to inefficient resource having to be pumped into infantry to be competitive, forcing tech delay every single time.
Keep in mind that for side tech to be a viable option, base unit also needs to be cost efficient and viable option, otherwise you'll just repeat cons again.
Trying to force side upgrades with excuse of them having doctrinal infantries is extremely bad argument, given that current penal state is a direct response to allow soviets to play without call-in infantry doctrines.
T2 will never be attractive option if maxim remains inefficient and con 7th man comes so late.
Best case scenario, meta will shift back to M3 flamer into cons+snipers into guard spam.
It's unlikely scenario. I wouldn't dramatize so much.
Simple weapon upgrade or a sidetech upgrade would be as natural as a lmg upgrade for grens or riflemen. It doesn't make unit completely worthless, it just reduces it's starting power and splits in into later stages of the game.
As Vipper wrote it would allow penals to be a cheaper, easier to access infantry unit but with locked SVTs upgrade (assumingly stronger that current becouse of the sidetech upgrade) they could become elite infantry squad with good scaling in time and efficiency more appropriate for a mid stage of a match rather than first min of a game. Same as panzerfuzziliers are made after the revamp. |
The Hetzer on live is fine at 120 fuel, it's a really good unit to rush.
The new veterancy requirements will help it perform beyond its initial shock window, because it gets good veterancy bonuses.
Putting it at 80 fuel was really pushing its shock power, but ultimately we felt that Obers needed to come a little bit sooner and that it wasn't worth putting the Schwerer at 80 fuel just for the Hetzer, that people would maybe use in 1/10-1/20 matches, compared to Obers that might be used almost every match now.
Did you consider moving Obers to T0 and put them behind 2 setup trucks? Would open the play for going T1/T2 build. It would be OP before the patch becouse of command Panther call in but currently that problem is solved. Spliting T4 would still be a thing, just first stage would require more fuel. Split it more like 90/30 fuel. First access would give you possibility to build JP4 and doctrinal ostwind/hetzer.
In 1 way, it's not as good solution as the one presented in the mod for players who plans to build T1-T4 becouse it wouldn't be so temping rushing for obers but on the other hand would open a new form of getting obers earlier by getting only T1 and T2.
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Heavy Tanks seem way too good now, especially in team games with lots of indirect being thrown around. Other things already wound infantry so then a heavy comes up and murders an already wounded squad with so much consistency.
Heavies can also duel AT guns with much less risk and more consistency then before.
Well, Heavies still has CP requirement. 9 CPs is easy to reach on 1v1 but not so quick on 4v4. Lack of CP requirement led into a TigerAce spam in higher modes. On the other hand if we keep old CP requirement of 13 CPs, we will rarely see them on 1v1 and 2v2 where better map control allow player to rush for it before enemy who is on back foot doesn't have a wall of AT guns and tank destroyers (which is simply fair). Current solution is a middle ground. Maybe if they weren't called but simply build from a tech structure could delay them for extra 45 sec. |
Aside from a Churchill changes, why did you change cromwell acceleration rather than buff unit AI performance by increasing hull mg accuracy? This tank is already very fast, maybe even the fastest between all medium tanks. But compare to p4 or a sherman it's not so effective vs infantry.
PS: maybe new extra vet 1 ability could be the best option?
Another thing, many times i heard on a forum that one of the solution to delay UKF Tommie blob was to move boolster infantry behind T1 and increase the upgrade time. Top players usually goes for boolster and then T1 to reach max efficiency of Tommies as fast as they can. Upgrade costs 35 fuel so it technicly delay a LV but in teamgames usually an ally friend delivers early counter to it. Simply it's too good for a stage it comes. At least it used to.
So, Do BalanceTeam planning to move boolster behind T1 and extend research time after Tommies accuracy changes? Honestly that could be a safe choice if new version of IS will still be overperforming. |
Incoming patch is a good moment to look into a T70. This unit is too versatile. It can easily (sometimes even insta) wipe enemy squads, it's super fast, has a good penetration and high rate of fire, vets up quicky and with vet has a small target size so AT guns cannot hit it. With this unit on the field you can kill enemy infantry, stop axis light vehicule play (can 1v1 everything expect puma). Even puma sometimes in specific situations looses vs him. No other faction has such a powerful LV.
Balance team, T70 should at least has reduced penetration that cannot easily counter LV: p2, flak HT, flameHT/222. Reducing power of T70 to make it only AI weapon would open a play for SU76 just like OKW has p2 and puma in mech. Changing AOE would also reduce it's sniper gun into only a damage dealer (like currently p2 is). With T2 price change T70 will hit the field even quicker giving axis player a headache. It's need to be look into. |
1. Steal resources is a great idea for a Kubel. Even though you manage to keep your kubel alive at crazy vet 3 or higher it can easily die to a 1 volley of enemy AT or infantry blob so you don't know what to do with him. Simply Late game isn't a place for a Kubelwagen so new ability would help a lot.
2. From a teamgame perspective Lufftwafe isn't a temping commander choice. Yes, it give you strafe but Overwatch commander has it too and it's way better. Let's take aside Falls itself with all there pros and cons there isn't much usefull stuff in this commander. Honestly think that removing defensive structures from a commander and replacing it with something else would work much better. In current form I don't think that spliting fg42 at two stages is a right change. More ajustments are needed. Honestly speaking, another utility - so upgrade with mp40 which make them more like a commandos unit could be a good direction. |
Rifle company neeeds more stuff
Mod team pls.. do soomething
as i said before some kind of weaopon upgrade will be much better and more intresting than simple sandbags for rifles
Well, couple months ago we had a huge commander proposal action. There should be some interesting abilities/units there, it just needs someone to look into it. Defensive positions make sense in that commander and fits the theme but they already available in 2 other commanders. Personally i think something fresh would be highly welcome. |
They will be great at annoying and cutting off enemy territory with the new improved capture and decapture speed bonus. There's absolutely no need to give them an ability to disable points, that's just overkill for a 210mp unit that can infiltration spawn.
Partisants are made to cut off enemy territories and work behind the lines. Improved decap make 100% sense but capture doesn't. Partisants aren't ment to hold the terriories unless it's something like Warsaw uprising.
I suggest to remove capture point buff and leave only decap. |