You are kinda contradicting yourself there. Additionally one might even say that the penal stuff happenend because they tried to fix problems outside the scope with parameters within the scope
to some extend YES you are right.
BUT
the changes made as it is right now are already a lot. they should just patch the game with V1.6 and start the next iteration within one or two weeks... then the rest of obvious stuff can be fixed as well |
I voted disagree because the Balance Mod was beginning to get too complicated. As many people have said before:
at this point we should focus the balancing of this game by making small adjustments and see how they change the meta. small patches every 1 or 2 weeks would be ideal!
my hope is that relic decide to give the balance team the freedom to patch the game at least once a month.
yes the scope is hindering because obvious stuff cant get fixed (like at partisans). but aside from such obvious stuff we should not change too much at one time.
also please understand that we can not make this a whole new game. relic wont allow that to ever happen!
I beg the Balance Mod Team to understand this as well. please dont make any big changes like moving AT to soviet T1. It wil never happen in the official game. Also dont swap unit from commanders to the tech tree or any fancy stuff like that. It wont happen with relic!
yes this game could have been something else and it would have been great BUT
as it is right now relic has (almost) completely abandoned this game and any changes that are made should focus on eliminating cancerous play (like no tech call in, AT-call in if outteched, sim city, cheese wire/sandbangs)!
good job on the cheese wire/sandbags btw!
In conclusion:
small changes
fix obious stuff first
then try to convince relic to make small REGULAR patches! |
We are making big changes to penals, first we put them right, then we put them left. Then we do something completely else. Yet penals still remain gimick unit because of TECHING PLACE.
Main problem of penals and generaly whole tier1 is building time. Many of you don´t get this, but 40 seconds is far too much. Its literaly like if you started game and then pressed 40 second timer and then started game. Your enginners lost 40 seconds of capping and you can start building penals after 40 seconds. This forces you into getting 1 conscript or furthure losing map control. If you get 1 conscript you won´t have mp for enaugh penals before teching/getting medics and so you will lose map control later.
After 40 seconds enemy have already solid income - capped 2 strategic points and fuel point. So he is literaly ~ 40 seconds forward of you. This means fight will happen in your part of map because he already capped his most important point while you are just starting with capping phase.
He also have 1 more squad on field and when first fights happen - on your site, it is likely that you lose unless he make mistake because he have 1 more squad on the fiel and also had tim to rush better position. It isn´t only 40 seconds of first poineers squad. You will be lacking 40 seconds of every squad, because each penal will be built 40 seconds later than conscrip squad (t1 building time).
This whole will result into lack of map control early on, and giving enemy edge in rushing light vehicle to furthure cripple you. If you get PTRS, you lose squad. If you go zis at gun, you lose squad. Also because you spend so much MP so early on (earlier than ussually because enemy have more map, resulting into faster light tank) you will lack medics and this will furthure set you back, once enemy squads start getting upgrades.
Against ostheer you´re in a bit better position, because at least his pioneer is early on building tier1 and not capping, but still he is training HMG, while you are idling time building tier1 before building squads.
Yes, you can go conscripts, but 1 conscript is completely useless in your penal army and also will result into getting less penals. So you won´t have actually 3-4 strong penal squad at price of 40 seconds of enginner time and 160mp, but you will have 2-3 strong penal squads and one conscript. As you can see, going 3 cons and then once you have capped most important points, retreating with enginner, getting tier2 is much more efficient.
Right now only thing that could have give tier1 some room to breathe early on was m3 but you nerfed even that unit even more by giving volks so early and so cheap faust. Right now there is nothing that can halt them in aquiring luchs and ending game.
Conclusion: Try giving tier1 20 seconds building time so getting early tier1 isn´t so punishive. We will also be able to realise true penals cost because right now they have to be "OP" in order to regain ground you lost in first 40 seconds, in like 5 minutes, before enemy gets even faster light tank than ussually.
What do you think ?
you are very correct with the timing of soviet T1. the strenght of con spam is the immediate capping power you gain by building 4 cheap T0 units. T1 and T2 both take time to build and field a unit. what you write is also true about T2 but with penals its a bit more complicated because they cost 300 mp instead of 260 (maxim).
considering the sniper also takes very long to field it is a valid way to reduce the build time of the T1 structure by half in order to also make sniper play a better choice. this would lead to faster early game capping with T1 openings.
T2 openings should not gain this advantage because maxims are very hard to push off in the early game (if positioned correct). we have seen that maxim spam results in poor early game territory but once the russian player expands his grip on the map he often keeps good control until tanks arrive. shortening the build time for T2 would lead to more maxim spam which nobody wants. |
Finally ghosting gets fixed!
Also nerfing the USF mortar further is a good thing. it was never meant to kill enemy squads but simply clear building and provide smoke to attack mgs.
At this point I dont even care about penals replacing cons.
YOU GUYS ARE THE BEST! |
so what you are saying is soviet T1 needs to be flawless to compete with T2?
regarding your statements for soviets T1+T2 strategies:
crappy T1 AT is not the same as teching for T2 and getting Zis 3 which is also good vs medium tanks.
its not like you can't get 3rd penal after the Zis gun... |
I think someone already came up with this idea:
- replace penals with guards: this guard squad wont have PTRS, and DP 1928 can be researched as soon as T3 is built.
- penals which can be called in by commanders who were former guards commanders, are now fitting the same role as the British Tank Hunter Infantry Sections from this British Crocodile commander
which unit would you nerf then?
if they stay the same as in the live-version nothing changes except you replace penal/guard blob with guard/penal blob ... |
I like the idea of a Soviet T1 for snipers/M3 in the early game + cons with their AT nade to protect the sniper/stall for T3
OR being able to backtech to T1 in the late-game for sniper/penals (good long range AI unit)
As I explained in a different thread already I think that Soviets don't really need AT in T1 and should have to tech T2 if facing massive light vehicle play.
The tiers are very cheap and yes some allied fanboy will complain that the manpower cost is too high... well ask any ostheer player how much T1+T2+AT-gun costs.
If you get caught by a LV unprepared you SHOULD NOT be able to further push the axis opponent. This is partly the reason why axis LV are shitty atm. 222 and luchs are in fact really good units but the enemy has good counters which are easily accessable. (AT-partisans , guards, Zis-3, handheld AT in general is just an upgrade away for most factions)...
Axis need the short period of breathing room when their LV hits otherwise they will have a very hard time. One mistake as axis is often enough whereas the allied player can still push if he does not prepare for enemy LV... |
Firstly, why go for nerfed Penals with PTRS if I can go for maxim + zis?
I imagine that people would rather go for powerful AI Penals and M42 rather than medicore Penals with PTRS which aren't good AI, nor AT.
Secondly M-42 is not that crappy. I did with it over 10k damage many times in 2v2 games vs top ATs.
IMO the only thing it would need is vet ability which would increase penetration and/or damage for 30secs.
here is the problem:
T1 should not be better than T2 and give access to snipers/very early vehicle... if you want decent AT you need to tech T2 end of story! everything else would be too unbalanced!
EDIT:
I would also rather go Captain AND get a 50 cal. but I can't without airbourne commander! you cannot have everything in one tier. some basic AT for soviet T1 is needed and PTRS penals are a good idea!
good work on that balance team! |
To all people who cry for light-AT-gun in soviet T1 instead of PTRS penals:
this is only an option if penals get further nerfed. otherwise soviets would be too strong early game. PTRS penals is a good design because you have to choose between AI and AT. Light AT gun + regular penals would be too strong!
IF the balance team were to test a light AT gun I'd expect a nerf to penals.
Soviet T1 and T2 are so cheap that you can easily get both tiers.
OST has to rush for T2 for AT. why should soviets be able to build only T1 and then go T3? if the player decides to go T1 and faces massive light vehicle play he should be forced to go T2 next just like any other faction. (usf need to tech weapon racks which is roughly the same price / brits need to tech up for AT-gun or can go for piats now)
I like the PTRS penals because they are an option when facing against a single light vehicle (maybe even 2 depending on the vehicles) without choosing a commander for guards. The PTRS penals SHOULD NOT hard counter the light vehicles but simply stall for further teching (T2 for more AT or T3 for own vehicles) depending on the scale of enemy vehicle play.
I hope I explained my point understandably.
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Infiltration units, and partisans, in particular, are something we definitely want to look at. Unfortunately, not enough people stamped those issues out in the survey as high priority, thus we have to wait a bit for it. Hopefully for the new update of the balance preview mod.
Bear in mind that we do not want to change too many things at once. Changing everything at once will confuse the playerbase as to what we want them to be testing. This is because a broad mind lacks focus.
silly me thought AT-partisans and light vehicles is the same topic?! why would anybody look at these as seperate things to handle? you cant nerf light vehicles without adjusting their immediate counter units as well... |