Penals a little bit too strong, they beat lmg grens at long range.
In cover or out of cover? Also, with the upgrade or without the upgrade? (Assuming w/o) |
IDK, I'm inclined to disagree. Giving players an option to Upgrade STGs at the very least makes the Shrek upgrade less of a no-brainer since even Vet 5 Volks struggle with upgraded infantry and can consider an AI upgrade. Realistically you can only build so many Volks and even if you build 5 then 2 STG Volks + 3 Shrek is a lot less obnoxious than 5 Shrek Volks. Of course many players will still opt for all Shreks but if Relic decides against OKW 3.0 then at least the Shrek spam in theory can be mitigated somewhat.
I suppose it could work if the STG upgrade remains with the requirement of med/mech HQ, but the schrecks should be unlocked after getting a flak HQ. I still think that this idea won't work out at all just because of the sheer hostile retaliation from those who use mostly/only play as allies, or those whom are mentally scarred from the old schreck blobs. It's not really the schrecks themselves, it's just the infamy they've gained. |
After playing around a bit I can say that I really like the spot STG Volks are in: they are good, but not too good. If anything I hope Relic keeps the STG package as a Shrek-Alternative upgrade. I still find the total lack of hand-held AT disconcerting... it just feels like a core functiona all factions should have. Some kind of alternative like giving Obers a HEAT grenade that deals a good bit of damage but no snare would be appreciated.
Giving a choice between Schrecks and STGs wouldn't solve anything. There was a reason why they were removed from volks entirely, and that was to prevent blobbing. It would only make the problem worse. While I do agree that the lack of handheld AT is a bit disconcerting, the solution wouldn't be to give it back to volks. Giving Obers a HEAT grenade would be rather pointless because:
1. They're dedicated AI
2. It isn't a snare, yet it costs munitions for every use.
3. Volks have the panzerfaust to cover for that. |
It's historically accurate and not really unfun
Tank that was designed and balanced to be best used in swarms.
Not it can be used in swarms and doesn't feel grossly underpowered.
Hardly cancer, at worst you're allergic, tears will flow, but you'll live
Yea, it really does provide a much better experience that facing endless blobs of random shit, so I guess it's a bit better than cancer blobs. I still have mixed feeling of the T-34/76 spam, but the majority of it is good rather than bad. |
Why not?
The game takes place in Europe. |
Good to see US has exactly zero reason to spend munitions on smoke with all their other abilities then.
They still have a reason to spend munitions on other forms of smoke. Other smokescreens can be much more convenient, or in some cases, more effective. It's kind of like saying that there's no reason to use a panzerfaust now that I have a tank destroyer/panzerschreck. |
The biggest change Shreck Cancer is gone!!!
T-34/76 spam is now a viable tactic. One cancer goes, another comes to take it's place. |
Yeah you jumped the gun a bit. You should at least preface it by saying VERY EARLY PRELIMINARY THOUGHTS.
As long as you've tried it for Relic's recommended time (a couple hours or greater), and you got thoughts, it's welcome here. |
Hello! I decided to dedicate this thread to your thoughts of the balance preview mod AFTER using the preview mod (found here: Balance Preview Mod), so I'd strongly suggest you'd try it out before you're post your thoughts. I'll go ahead and start by sharing my thoughts of the mod after using it for 3 or so hours (what I posted on the official mod feedback thread):
I found one bug so far: The Panzer IV Command Tank's aura doesn't seem to affect any units now, or
that's at least what I experienced when I used it. I was really surprised at how great this patch
is, and I really underestimated you guys (Both Relic and Miragefla). I downloaded the patch
expecting a vulnerable OKW, over-performing allied factions, and a same old neglected Wehrmacht,
but you very much proved me wrong. So far, I think this patch is a step in the right direction (in
terms of balance). I'm still sticking to the recommendation of you considering the addition of
panzerjäger to the OKW Medical HQ, which, in my opinion, would fit in very well with the rest of
the patch features. The volksgrenadiers are working great for mainline infantry that do an amazing
job of AI when upgraded with STGs (By the way, nice recycled infrared STG icon). The USF mortar
opens up new strategies for the USF as you said, and is a very nice fit in the faction. I never
thought I'd be saying this, but the T-34/76 isn't entirely useless now thanks to you! Penals are
performing great, and are in a really good position with their new buffs and price increase. Since
we're on the subject of soviets now, I'd like to bring up the conscript's AT grenade. Their AT
grenade, from what I've experienced, should have it's wind up time increased by a bit. At it's
current state in the patch, it's really a bit too sudden, and doesn't give vehicles enough time to
back up from the squad. I'd either suggest reducing the throwing range, reverting the wind up time
entirely, or increasing it to somewhere in-between how it is in the current game, and the mod's
version. I still haven't purchased the British faction yet (I'm not really that interesting in a
faction based around emplacements), so that just about wraps up what I had in mind about the patch
so far. Great job on the mod so far, and I'd like to thank you (the Relic Staff and Miragefla) for
the Hard work you put into this patch.
Sincerely,
Karbinder
Now, go ahead and post your thoughts if you wish to. The time for discussion has begun! |
So descriptive! So many words! I'M DROWNING IN LITERATURE!!! |