All that Jackson arguing...
This is exactly where target tables should come in, to make it perform equally against both Wehrs and OKWs panther and also reliably defeat heavy tanks (if not used in an idio%tic way, of course), but at the same time, not one-shoot medium tanks |
Certainly doctrines, idealy custom made doctrines
I also wish that doctrines would only contain abilities, and not call-in units |
Vast majority of the map is balanced towards factions, but one starting point has an advantage.
Especially Moscow outskirts and Semoisky are ridiculous in this, though otherwise well designed.
Anyway, factions balance should be adapted to maps, not the other way arounds
Rails and metals, Lisores river, Trois-Ponts, Camping in the Woods (the southern sight blocker at fuel is easy to get rid of, northern is impossible) and Gelserkirchen would be very simple to fix if someone has access to the map editor, it is only a matter of a blind-spot or a sight blocker removing/adding to the other side
BTW if I should comliment some map for a text-book design, it would be Lierneux. It gives equal opportunities to practicaly all non-underpowered units, by having both close range areas, long range areas and an urban area.
On top of that, it is very wide for a 2vs2 map, forcing players to hold down sectors and flank each other, rather than create a line
Just wish they wouldnt have both ammo points that close to each other.
Majority of maps should be like that |
Are you sure that the bottom right OKW player wasnt actually the only one in the proper team? |
I can't comment on any of the issues you brought up, but I have another issue with the map. Maybe I'm alone on this, but I feel that too much of the map has super long sight lines. I think this map feels really imbalanced in some matchups because of how this favors long range infantry and machine guns. Factions that have the best HMGs are put at an advantage, while factions that have lacking HMGs are put at a disadvantage - so much so that the team with the worse MGs or worse defensive options feels helpless.
Well, this is a problem of 90% of maps in the mappool, troughout all the game mods |
So... Ostwind might actually become useful... nice.
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I think a better DPS would be good, but in terms of rate of fire, not accuracy, as buffing their long range would lead to overleaping with Penals and Guards and even Maxims... (shock troops dont exist )
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Well, the RE reinforce cost is ridiculous indeed, shouldnt be more than twenty... Volks and Penals reinforce is on the other hand too cheap...
Its due to the retarded "unit cost cut by two and then cut by the number of unit members" reinforce design
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I forgot the name, but its the one with one fuel at the top, behind opened fields and one in a bottom-center in the middle of a village... then two ammo points in forests in the bottom...Ardennes themed one
Düsseldorf is quite good too, although could use some more long range friendly areas
Right now I cant think of any other that wouldnt have dis/advantages depending on the spawn...especially Moscow outskirts is massively messed up |
This patch obviously is about late game and teamgames --> that's why they are not in scope. Changing cons will have to consider the whole soviet early game mechanic, which is for another patch.
Why don't you play some mod games and try cons with the new maxims. you have to understand cons are a support unit, not main battle unit
What's much WORSE IS THAT THEY COMPLETELY LEFT AOUT THE $%/&%$%%BRACE (!!!!!!!)
Yeah, they are a support, now... which is a big balance mistake that should be fixed ASAP |