now includes okw commanders (overwatch soon) |
IS-2 Heavy Tank
vet 1 Unlocks the 'Secure Mode' ability
vet2 +50% weapon rotation speed, +25% range, +20% accuracy
vet 3 -30% reload, +20% rotation speed, +20% speed, +20% ac/de-celeration |
The old issue was that the damage of cons was too RNG based so Cons could either nuke a squad or do no damage. Now it feels like they do nothing at any range except close and even then it completely depends on how fast models drop. I dont see an issue with a slight buff to their mosins. As others said the attritional aspect of them doesn't really work all that well when you aren't killing models in return. ...
They already have received more accuracy with veterancy.
The conscript vs grenadier is one of the best balanced match ups and is has been so for years. There is no reason to break it, instead other unit should fixed to achieve the level of balance.
Conscripts being a viable tactics has been tested and proven to be obnoxious.
In the end of the day Soviet are one of the strongest faction with many option and they hardly need more buffs, Penal where buffed to widen the meta and up they ended to become the meta.
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Tiger Ace is bad to call, the mechanic of resources drain is simply bad.
It can easily be replaced by a Tiger that can gain extra abilities or +3 veterancy bonuses.
My more radical suggestion would be a unit that can be called and be refitted once it hit certain veterancy level, as reference to a know Tiger ace.
Unit can be called as a stug -E once vetted, it can be refitted for a stug -G once vetted it can be refited for a Tiger. Unit can also have CP requirement before refitted.
One can also removed storm troopers from doctrine and bring back "elite" mechanism (not buying XP but either buying higher XP level or lowering XP value )since it has been actually been changed for USF elite armor. |
Multi-mode balance is fine for some units (like Panzer IV) but pretty broken for others (like British emplacements). A couple of units are fine on their own in all modes (Panther or TDs) but become problematically good when they can be spammed or blobbed. But I don't think it would ever be possible to have seperate balance without having either a very complicated and confusing system or making the modes much more similar (which would either require very small 1v1 maps or very large 4v4s).
That being said, 4v4 right now seems to be more balanced than it has ever been IMO. There are some issues like OKW not having caches (thankfully 223 will become available) and arty spam but generally speaking I really enjoy the chaotic and tense matches.
The problem start from the different economies and CP speed across the mods and by the fact that shock units do not work vs multiple opponents.
By making the economies more similar and CP gain, one can bring the mods allot closer. |
Go make a new topic on Ostheer Pioneers.
Anyways, Conscripts, as I have stated, should just a reduction on their upgrades that could maybe give them a boost. Communicating that these boosts don't overstack with weapon upgrades is another thing. Or stack this with teching up instead.
Regardless, I think things regarding manpower and/or numbers gives them the Soviet feel and attritional play they are designed for.
If Soviet are designed for attrition play why do they have access of 2 of the strongest infantry for their time frame (Penal and Guards), one the deadliest light vehicle (T-70) some of the toughest doctrinal tanks like the KV-1 and a TD with one of the best stock guns in the game (SU-85). |
The P4 costs more than the T34/76 because it easily beats it 1v1. Is it so hard for you to understand that tanks fight both infantry and vehicles? Anyways I give up. Axis bias just too strong to have a reasonable thread.
On an off topic, it seems that axis Bias bother you yet allied biased seem that it does not, you made not comments about an allied biased user posting here. |
I am not sure one will be able to balance both 1vs1 and 4vs4 using the same system.
One would probably have to make adjustments to the economy and CP or even to units across the different mods. |
So build T34s instead of ostwinds.
Pls stop trolling.
Oh wait, you are comparing completely different unit archetypes for completely different factions on opposing sides with completely different balancing(one having cheap, weak stuff, other having expensive and better stuff).
I am comparing two units that cost about the same. One is an AI unit the other is a medium tank, yet the medium tank perform equal or better to the AI unit in the AI role. Ostwind is simply not "better stuff".
T34/76 is being stomped by P4, regardless of both being vet0 or vet3, do you also want to address that performance issue?
I have simply point out that PzIv start with higher ROF but end with lower due to veterancy bonus while PzIV vet slower.
Have a nice day.
Since you want to address the performance issue do you want address the cost issue also?
That's stretching and comparing apples to oranges as far as it gets.
Actually that describes your comments. |
T34/76, maybe has worse DPS as the P4 because of longer reload. But it main-gun has "damage_all_in_hold", PnzIV doesn't. Any units outside the actual AoE of the weapon will be hit as if they were at the edge of the AoE. Increasing it's AI performance.
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Also the MG of T34 overperformes. It's hull-MG doese more damage as bouth MGs of Panzer 4. Which will shoot on different units. Effect, T34 kills men by men. Panzer 4 makes some squad-damage.
Comparing Tiger 1 and IS2 is difficult. In a 1vs1 IS2 will easy win. It has more AOE, but worse reload. It has hore armor. Tiger often misses same as IS2, but ist reload compensate. Better compare Pershing and Tiger, where Pershing has way better gun.
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The real differences are, that IS2 will bounce some shots instead of Tiger.
"damage_all_in_hold" effects units that are in garrison or HT.
T-34/76 might have higher reload but it start firing faster with veterancy. Actually if one compares to Ostwind T-34/76 cost about the same while being superior against most target that are not planes. |