The volks have been a balancing act for a lot of their release. The core problem was their vet 5, they used to get it super easy with Shrecks. So they they removed shrecks, but then the AI got too good with vet5 + stg's, incendiary grenade, and they also get a tank snare.
In my honest opinion, and since we were quoting game hours, I have over 2000 hrs played and while I'm no 1v1 master, we did make it to the top 100 in 2's.
The Volks need to have a focus, they can handle almost any situation and because of that they do not excel in any given situation. At one point they were very strong, vet5 volks w/ STG's were just mowing down anything, and for a main line infantry to be that strong feels a bit overpowered.
1) Removed the panzerfaust, perhaps give it to Sturms when they upgrade w/ their Anti-tank package? (Also maybe have a similiar vet like RE where sturms can get an extra squad member? 1 shreck on 4 weak dudes usually maens they get wrecked) Up the AI capabilities of Volks.
2) Remove the STG44 upgrade from volks, and buff their stats to be more on par w/ Conscripts/Grens/Rifle/Infantry sections. Honestly these are every factions mainline troop, and engagements "should" be left to positioning, closing, and tactics. Rather than " mines significantly better" we're not talking about grenades or anything, we're just talking about raw duking it out firepower.
Note, Penals are still considered more elite in my mind than cons as they do require an actual building to produce while the others (except Grenadiers, but what else do you call a mainline infantry for ost, engineers? or machine guns? lol... but this is also why grens perform well, and the riflenade is still insanely strong).
But volk balance is very difficult, they've been OP as fuck in the past, we can't go back to that. greens perform well lol https://sendvid.com/5fr0m0ng |
It's not penal that are too strong is volks that deal almost no damage
but in this case he has cover and 1 vet so i would say learn to use some cover too (volks are better at long range)
btw did you win ? |
Riigghtt.
Seems to be a 50 50 thing now, like in a game, you ether rush over the field with no cover and win or lose.
https://www.youtube.com/watch?v=qVbG2Nw6X1E
Who knows, you could of stacked it in a way that made the grens lose in cover. Kinda how the IS lost to Grens, in cover.
+1 for getting triggered tho, gave me a giggle.
it’s not 50% I tested 3 times (without counting the game I played) all with similar results, so that case was the exception ,cause if they can beat greens without bonus charging from the front why should they not beat them in cover with bonus (and btw without bonus only counting dps they deal more damage than green at long range same at medium and a bit less at close , with bonus they steamroll) |
Now reduce the Grenadiers' damage by another third, and you have the same situation when Volksgrenadiers go up against literally any baseline Allied infantry.
Between this and how the 222 has no armor and never hits ANYTHING (not hyperbole, its weapons literally do not land any hits, it deals zero damage over the course of the first ten seconds of any engagement), as well as a variety of other blatant failures, this game is an utter farce.
Literally EVERY SINGLE Allied unit is a threat to Axis players, yet the Axis arsenal (both Ostheer and OKW) is laiden with noob traps like the 222, where if you build the unit, you've already lost, not for any fault of your own, not for lack of tactics, but because the unit just does not do anything.
What a joke.
If Axis infantry was meant to be long range, then they should deal the same kind of obscene damage at long range as Allied infantry deals in close range. Allied players should scream in terror and slam Retreat if they ever fail to flank and get close to Axis infantry, in the same way Axis infantry screams and hits Retreat at mere sight of Allied infantry in close range.
But no, giving Axis forces actually threatening units would clearly not be politically correct or something. Ridiculous.
as you can see he still need to respond |
Thread: PMD-6M2 Jan 2018, 17:50 PM
How I personally use units is rather irrelevant to how Allied AT infantry compare to axis AT infantry.
In the video provided by blackcrows around minute 1 the elephant is supported by 2 AT PGs (who although they have superior AI) fail protect (it while in point blank range) before it loses around 1/5 of it HP, gets engine damage and dies to the bomb run.
While in the next clip the Elephant is support by an ostwind, a HMG, 2 Lmg grenadiers that fail to stop conscripts from unleashing a At grenade assault and finish off the elephant.
AT conscript lose 50% of their AI DPS the same as AT PG lose.
If in you opinion AT storm-troopers, AT PG and AT SP are more cost efficient that PTRS Conscripts and AT paratroopers, its fine by me. I simply have different opinion.
The PMD-6 mine is fine and does not need turned into a riegel mine.
that's not true actually cons can still hit infantry sometimes with ptrs so i would say they retain 70% |
Rigghttttt.
Do you have a recording or are you just saying it?
no, but I was so triggered that i remember all and you know what, i recreated both situation on custom only for you https://sendvid.com/5fr0m0ng
PS: RIGGHHHHHTTTTTTTTTTTTTTTTTTTTTTTTTT |
When are you gonna release the fix patch ? |
https://www.youtube.com/watch?v=qVbG2Nw6X1E
Rigghttt.
1 time thing , if we count this she should count that last game I lost to is while greens were in yellow vs no cover , and in the same game they lost to is coming closer both with no cover |
Main issue is their excessive 35mp reinforce cost. Falls are 36 nowadays. leaving aside the mp cost i think the po cap of 8 is too much after the dpb reblance of popcap
edit: you could fix the issue of renfirce by letting cons merge with them ( so they cant go only partisan they would need cons to match their number) |
They do..that's out of question.
The problem is they shouldn't become too cheesy.
I think a pop cap of 6 m/7 and a target size of 0.92 would be fair |