Churchill needs more nerfs. Just came back from watching the Banace preview tournament and that Churchill spam was so OP
Right now it can hold off a panther, while costing less fuel and being able to beat up infantry
I would suggest reducing the main gun’s AOE damage so that it can continue to fight panthers on even terms, but can’t slaugher infantry afterwards.
I do definitely agree that the Churchill needs to be nerfed but nerfing it's anti infantry performance is not the way to go. The British already have the Comet and the Firefly which are both great at fighting tanks and having a third AT focused tank would simply be redundant.
The Churchill needs to be good against infantry to fill it's role well but it shouldn't be able to do that and fight a panther and be cheaper all at the same time. The Churchill needs to either have less hp so it can't simply ignore damage or it needs less penetration so that it can actually be pushed back by armor. I do also like the idea of it being limited to one on the field at a time just like all other heavy vehicles. |
Just make Falls a 5-man squad with 3 Volks k98s and two FG-42. Same RA. Reduce the reinforce cost to 30/33. Boom. 300/330MP airborne deployable infantry squad with all their abilities and camo but no quad BARs BS.
Falls become one of the least squishy squads in the game and keep concentrated DPS and their ambush camo, abilities etc, but aren't terminators designed to replace obers and kill everything on the map. Everyone wins. No further upgrades besides maybe a 60muni triple volks MP-40 upgrade (definitely not stormtrooper MP-40s). Said upgrade would however prevent picking up BARs and LMGs and whatnot.
Anyone who thinks such a 5-man camo squad with 0.85 base RA, a snare, frag grenade, smoke grenade, and two free BARs would be useless is also either kidding themselves or just wants Falls to be better Obers or something.
This looks like a great idea, it pretty much solves all of their problems including their identity crisis with Obers. My only change would be the price of the MP40 upgrade, 3 MP40s is not worth 60 munitions, especially considering the assault package for Volks which comes with 5 MP40s and a smoke grenade only costs 45 munitions. 40 Munitions is a much more fair price.
Also, just how different are Volks, Stormtropper, and also assault grenadier MP40s? Maybe they would need their own stats. |
if shocks cant close from long range, how are they suppose to win engagements? they dont have camo like other squads and therefore, cant ambush thats why ther quite durable to be able to close from long and its not just against falls they can do this.
Falls with the new changes, just need some RA improvements and i think they'll be fine.
Shocks close and win against most squads especially with sprint or smoke grenades but I don't think that they should win against Falls because Falls are supposed to be effective at all ranges and now need munitions for all 4 of their FG42s.
An RA buff is definitely a good idea but I also think Falls should spawn with either MP40s or maybe some G43s because Kar98Ks simply don't work with ambushing, their manpower cost could go up to compensate of course. |
Its AI needs to be reliable, not better, it needs to be a viable alternative, not the go-to thing in every single game and match up.
The KT can't be a "go-to thing in every single game" because of it's very high price and teching requirements. Many games don't even last long enough for the KT to arrive.
What exactly is it that is supposed to make the KT a viable alternative? It's not it's AI because the P4 and Ostwind are better, it's not it's AT because the Jagdtiger and Panther are better, so surely it must be it's status as a generalist but what's the point of an expensive generalist if it doesn't even outperform the medium generalist at AI?
It's AT can't be improved because it's already very good and it's speed keeps it from securing it's own kills especially now that blitz was moved to vet 3 so it needs better AI to be a generalist worth it's cost.
Right now the KT is a slow veterancy sponge that can push away armor but not kill it because speed and only has regular level AI, it's simply not worth the risk of saving up for it especially since it can be flanked so easily because of it's incredibly slow turret rotation and has extreme difficulty escaping. I appreciate that they lowered Spearhead to Vet 1 because the suppression is great but it either needs better AI to perform better as a generalist or it needs a bit better turret rotation or speed to keep it from being flanked as easily. |
Ambush squads pick their engagements. Don't pick up a fight with squads that have advantage over you?
You will win vs paras at short range, you will win vs shocks at long range.
If you can't win a fight with infiltration units, you've engaged wrong squad at wrong distance.
Falls are not replacement or alternative to obers, they are a squad with very specific use and utilities supporting that role.
Falls will not win against Shocks at long range because as we've already gone over, Shocks can literally just move against Falls over open ground and win despite Falls supposed being a great all range squad.
An elite ambush squad with a munitions investment should not lose so many matchups out of cover simply because of their status as an ambush squad, especially considering how they were just changed to make them less impactful in the early game but more impactful in the late game and yet still fail to have good impact in either.
Also the fact that the balance team extended the Mid range of Falls and buffed the FG42's long range performance indicates to me that there is an expectation that Falls will and should be engaging normally and not always from an ambush. This goes against their utility as an ambush squad as does the fact that they now spawn with Kar98ks instead of mp40s or G43s. There is absolutely no reason why a very specifically ambush centered squad should be spawning with bolt actions. |
Emplacement are 100% L2P issue.
If you can't fight them after 3 years, you will never be able to, learn to play already.
Having an infantry squad or light vehicle melted in seconds before you can even react by a newly built Bofors that hasn't been revealed is 100% not an L2P issue. Or I guess people just need to learn to retreat the very instant anything encounters a Bofors. |
They are not meant to go toe to toe with shocks, unless you land a nade on shocks(or any other perfect ambush scenario), frontal assault infantry specialist will always beat ambusher.
Most expensive generalist in game will vet up slowest.
Especially hitting targets that provide THE least amount of vet in game.
ISU is primarily AI vehicle, yet I have never seen it vet up past 1 star by infantry killing alone.
If they go toe to toe at close range with shocks or if they close from medium range than sure shocks should win but they shouldn't be able to just a-move over open ground from long range and still win even after Falls have been fully upgraded.
I literally didn't mention the KT's veterancy at all, I wasn't complaining about how slow it vets up when fighting infantry, I was bringing how it's AI is insufficient because you can usually get equal if not better AI from a P4. |
Shocks aren't stealth infiltration all-range unit packed with fausts, 2 types of damaging nades that can be used one after another and what not.
Its not exclusively anti infantry unit, try shooting tanks with it.
Falls aren't infiltration units anymore, they can only be paradroped in and their early arrival power just got seriously nerfed. Also despite their all range advantage they still lose easily to shocks moving over open ground. Even if they are meant to fight in cover they shouldn't be losing to shocks who just close in from long range with no smoke.
If people want a heavy AT vehicle they'll go for a Jagdtiger, but when people go for a KT they want a generalist heavy but the KT's AI is still not worth the investment because it's hardly better than a Panzer iv if not worse sometimes because of inconsistency. |
+1
Making JT and ele counterable though? That's not allowed. Kappa.
They are both perfectly counterable, it's just harder to flank anything in teamgames where you have multiple armies to fight and ignoring them isn't an option because the other armies will make up for the lack of AI that the Elephant/Jagdtiger has.
I also like how you didn't mention the ISU 152 as if it isn't ever a force to deal with. |
I agree with Mazianni. If you nerf (or remove) loiters, you have to severely nerf anti-aircraft units as well.
Hand-cranked, visually-aimed AA guns were even more inaccurate than ground-attack planes. As Smiling Tiger insinuates, the only way to be sure to hit something was to have lots of units firing at the same time - both on the ground and in the air.
However, if the game moves to single-pass strafes, they have to target units in the area of attack and not just shoot at a patch of ground regardless of what's there. How effective the strafes are should be addressed by varying the damage. Strafes should not be "hit only if the unit can't move and miss if it moves even the slightest bit", regardless of how "unrealistic" that is. This game is SO unrealistic on so many different levels that "realism" can never really be used to address balance issues (as SkysTheLimit has pointed out to me on more than one occasion).
#BuffStrafeTargeting/NerfStrafeDamage
Anti aircraft guns didn't need to be accurate to be effective, they only needed to ruin the moral of attacking planes. The Chieftain explains this in his video "When Your Tank is Attacked by Aircraft" and even despite their lack of accuracy, anti aircraft guns were still responsible for shooting down many planes in WW2.
As for targeted single pass strafes they should require constant vision on the target to be accurate and only be marginally accurate without it. I don't think that an undodgeable strafe would be very fair so I think that there should be only a certain range where units can be hit beyond where the strafe was called in. |