Currently the Ostheer Panzer requires for the presence of the T1 building, thus is one of the few abilities that can become unavailable if the T1 building is destroyed.
I would suggest that the prerequest for grenadier Faust becomes built T1 (not have) or research T2. That would allow abit more flexibility.
I'm not opposed to the idea, but it doesn't really feel like a problem tbh. As someone said, if you're starting to lose your base structures, you've already been screwed for a while. But for the 1/100 case with a sweet comeback I could really see it getting annoying if pzfaust disappreared because I lost a building, so why not.
Lastly Grenadier have lost their vet 2 bonus of extra rifle grenade range making one of the few infantries that get only 1 bonus at vet 2, so I would suggest that the gain a range bonus in faust at vet 2.
I don't agree, sounds horrible for medium tank play and it already feels too common seeing TD's compared to medium tanks (stug/su76/jpIV vs pIV/t34). |
OKW.
0fuel
swt - 15 fuel
mechanized 40 fuel
lcuhs 65 fuel
to sum up - 120 fuel
USA
15 fuel starting
captain 60 fuel
stuart 70 fuel
60+70-15 = 115 fuel
So its almost the same if both players go and rush shock unit
Also you will tech bars after sutart because you dont want to get overun. And you can hold them at bay for one minute util you get resources and tech bars. Also OKw will have no healing so USA can win infantry fights rather easily . This will encourange panzer luchs rushes for ambulance and to this will need USA to preapre i think
Ah yes, forgot about starting fuel |
-snip-
I'm not sure I've calculated it correctly, but I'm concluding that the luchs is arriving at least 1 minute earlier than the stuart if US i upgrading weapon racks. That's excluding US nades upgrade.
Feel free to correct me if I'm wrong, I was just bored and did some quick calculations. |
Nope, I'm purely talking about the throwing animation. Internal clock feels like it's quicker.
Yeah looks like you're correct |
Doesn't seem that way at all, but I suppose that could just be Relic randomly selecting the model that throws the grenade and picking the guy who is too far away to throw it immediately.
I haven't actually timed it, but it feels a lot quicker to me.
I have no clue about grenade animation times, but couldn't the fact that it doesn't have a timer but explodes on impact give a feeling that it is quicker? |
I asked kindly for no axis fanboys and axis frequent players-
A.Schwarzenschnitzel
Putinist
Pedro_Jedi
mortiferum
I actually only play soviets |
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This. In combination with attack ground you can reliably hit cloaked JP4s. You also can't escape with a cloaked jp4, as good players just send one tank after it to hunt it down.
Don't really recommend or understand why factions that are UP should be further nerfes.
Although I agree OKW is UP, it doesn't excuse the jpIV camo ability leading to frustrating and weird gameplay. It should be looked at, as well as other OKW units that needs a buff.
Firefly tulip is batshit broken OP,but no threads on that.Literally one of the most broken abilities in the history of the franchise.
Why rely on other people when you obviously have a point to be made? Make the thread yourself.
You can nerf JP4 when its range is made 60 and OKW gets buff.
Exactly, I'm not too sure 60 range is the way to go, but a fix/nerf of the camo and a buff for other underperforming units together would be welcome in the next patch. |
In 1v1 its perfectly true as the match usually ends before you manage to gather 325, even in longest matches you rarely hit 1000 in whole match. On the other hand its perfectly viable and best even not considering the ability to put trucks in base on small 1v1 maps, most top players do it that way.
That said the ability works completely different in large games where every player spends thousands of muni in one match. In such conditions ability seems not only way cheaper and close to spammable but also trucks have to be put at the front line in order to make retreat time shorter. Still with enough cost the ability itself is more expensive that medic truck it kills.
To conclude the problem with ballancing is more that the ability seems to work completely different in each game mode and even if it will be cheaper and weaker the problem will probably persist. You can try to do it on this cost level as well...
Correct, I was only considering 1v1 |
The problem is packing too much power and cost in a single ability (or unit), which makes it difficult to balance. The line between OP and useless gets really thin when tied to a high cost, as it will most likely only be used once or twice a game. People expect it to deal an insane amount of damage for the cost. If it doesn't pay off, you won't get a second chance and have wasted a large amount of resources on nothing.
Reduce effectiveness and cost is probably the easiest way to go. |