What I don't understand is how even when I put solutions that are very ethical, simple, and create balance into modders hands, they're simply ignored. And I mean basic things to fix like OKW vet 5. Take vet 5, and make the XP required to get it equal to that of vet 3 of other factions, and balance the stats accordingly and evenly distributed.
I just fixed vet 5 in 1 sentence. From my understanding relic doesn't want to remove the "fancy" 5 stars OKW gets. That's fine, since with this idea OKW still gets its fancy vet 5 cosmetic stars, yet its balanced. Instead most of the vet 5 bonuses have been nerfed, but still require the same XP as before.
People seem to think because 5 > 3 that all OKW things are just significantly better because vet. While I think there are some units that are, some are far from it. For example the LeFH compared between Ostheer and OKW. They gain the exact same vet bonuses, except the ostheer one has significantly lower xp requirements for its peak potential. However because of the scatter values, technically the OKW one is still better when fully maxed.
That's not so simple. When it comes to OKW veterancy, for the most part their Vet1-Vet3 bonuses are mostly identical to other faction Vet1-Vet3 bonuses.
However, at a closer glance, OKW gets their bonuses faster than other factions, due to OKW Vet1 not being a useless ability or something that could trivially belong to Vet0 (e.g., Riflemen AT nades could easily belong to Vet0). Volks get RA bonuses at Vet1 on top of being very strong at Vet0, and on top of getting their cooldown bonuses earlier at Vet2.
If you have OKW getting their passive combat bonuses much earlier than allied squads, just because Vet4 and Vet5 also need some screen time, then that's unmitigated disaster waiting to happen.
Sure, ideally we should have moved the Vet5 niche bonus (e.g., sight bonus) to Vet2 like we did in the revamp mod and go from there. However, the effort for this patch began at summer, and we don't have the energy anymore to argue with Relic on every single minute change. Thus, we pick the fights that are worth fighting for.
Compare the JP4 to the SU85. The SU85 is 130(?) fuel where the JP4 is 135. The SU85 has 220 max range pen, while the JP4 sits at 170. The SU85 has a 5.4sec reload, while the JP4 has a min of 4.3 and max of 5.2. 85 has better scatter, and can spot for itself if needed. JP4 now has a reveal range in cloak of 20, which is over half of the standard infantry sight range, and the vet 2 and 5 bonuses were nerfed. Most noteably vet 5 instead of +150% damage on first strike from cloak, now deals +25%. So instead of a 400 damage round, it now deals a 200 damage round. This wouldn't be that big of an issue to me, if there was an actual value in having that additional 40 damage, but there is not a single piece of armor in this game that has 680 HP and would die instead of 4 shots instead of 5. I didn't do that math for larger HP entities like the churchill or KV variants. Meaning that although vet 5 is fancy, that extra damage actually doesn't do shit. And now for the biggest offender of the SU85 comparison to the JP4. Vet requirements for vet 3 on SU85 is 7160 xp. JP4 is 14298. Nearly double what it takes to get vet 3 on the 85, and its amazing veterancy doesn't do a damn thing.
JP4 also gains extra accuracy and pen with that round, and it's still damn beefy at Vet2.
When I told miragefla how the maxim felt post march 2017 nerf but pre GCS patch, I told him "it felt like a shitier 50 cal". But it was not changed for the patch, and the justification was they didn't receive enough feedback IIRC. I understand I'm just 1 person, but was I wrong about it? Same arc, weaker suppression, slower setup time. Sounds like a shitier 50 cal.
We also received feedback from multiple top players that were abusing Maxims alongside us. They could all swear that even a 10% increase in suppression would keep maxim spam in-game due to glorious OKW teching design.
To be completely fair however, we didn't specify that they weren't allowed to use maxim bulletins in their testing, and we only had 2 weeks to find a solution. So, I'm not accusing them in anyway.
It's easy to sit back and criticise the people that tried to help playtest maxim spam back then. However, those guys busted their balls going through tenths of mod sub-versions when most people couldn't even be bothered to lift a finger to help us.
The pershing fell from meta after the stuart nerf, because USF needed a faster solution to the luchs. The m10 was never very far from the meta anyways, became the dominant force post GCS patch simply because of the luchs and its ability to seal the game against any threat against lategame OKW. Command panther callin? No problem, 3 m10s at the same price and no chance for the panther to deal 12 hits before the m10s could deal 5. KT? same deal. Although higher armor and more damage, its slow speed was its downfall against the m10s since it could be circled and killed. I've even had games where I backed my KT against a building to force front pens, and still couldn't deal with 4 m10s frontally. Now that the KTs scatter has been nerfed, it is significantly less lethal vs infantry. I think it was justified since clump wiping lategame squads isn't exactly fair, but then guess what came back to the meta? That's right, the pershing. Similar scatter and AoE to the prenerf KT and -50% reload at vet 3. Talk about deleting squads. Yet somehow avoided nerfs aside from double tap being fixed for most vehicles (Yes I still know of a few which can). There is very limited answers from OKW to deal with a pershing and a good player. The pershing, given stats hold and you arn't dealt horrid RNG, WILL out trade a panther at max range. The JP4, 56.6% chance to pen at max range, and if you get flanked or caught out you lose that JP4. KT can potentially answer, but costs more and is less effective vs infantry. Lastly, guess what just received a nice role change. The jackson, now can withstand 3 KT shots or 4 standard AT shells and highly mobile, can easily kite a KT.
Ideally the Pershing shouldn't benefit from the 0.75 moving accuracy it gets, and it should cost a decent amount of popcap. At the very least now it actually yields experience to the enemy player when it gets shot at.
I don't know of any vehicles/units that still doubletap. Let us know if you find any.
Pershing, like Command Panther also need to be completely tier-locked.
I don't want to call out specific people, but it isn't hard to see bias. And I know since I've talked with 2/3 memebers on the mod team which factions they like and how they justify x,y and z. Please also note that I'm not saying this patch was biased, since I think 80% of it were just and thoughtful changes. Especially the QoL changes that were just 100% helpful. Noteably the cloaking changes; when revealed units move at normal speed instead of adding the extra micro to disable cloak. However some changes looked 100% loaded. Noteably the luchs change. One could argue they waited till the "final patch notes" 2.0 to throw an additional 45 seconds to the build time so outside members could not contest it as much. Although this was changed down to 75 seconds (-10) for the final notes, you can see how that change looks loaded. Other changes like I mentioned above, pershing unnerfed while KT was nerfed, JP4 wasn't compensated for vet nerfs, etc.
That's a complaint you need to take to the scope police.