I think the things to be balanced or fixed are:
1- Arty is being too powefull now. Specially Callipe and LandMatress. Its a garanteed wiped with zero effort and skill.
2- Double lmg. Should be only one.
3- 4men gren squad. Should be 5, and 280mp.
4- 222 should cost at least 10 more fuel.
5- T70 and stuart OP as hell at the beginning of the game. Ost has no proper way to counter them.
6- P4 and Panther for the OKW are a bit expensive. Should cost at least 10 fuel less.
7- Mortars too accurate. Specially USF one.
8- And last but not least, M10 and Cromwell are too good at running over inf. |
Then I guess its good that comet costs MORE, is less durable and doesn't have as good penetration, while teching for it locks another unit and abilities?
Also, if you want to see piss poor DPS, look at firefly.
Oh c´mon Katitof, be seriuos!!
You are not making any good to the game balance with this kind of ally fanatism!!
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He´s only referring to the aim. I´m referring to the performance in general. The dps is piss poor. Add to that that every gimmick is free on the Comet, the Comet clearly outperforms it in every regard.
+1
Without mentioning that Panther is only dedicated to AT, and it is very bad in that. |
Allied infantry are better than axis infantry at close range and medium range when upgraded. I'm ok with this. However, the axis are supposed to use support weapons to be able to counter allied infantry using hmgs. On top of great infantry the Allies also have extremely powerful ok indirect fire both early and late game (USFS mortar, 120 mm, mortar pit, calli, LM etc) which negates the effectiveness of hmgs by bleeding them AND MAKING YELLOW COVER EVERYWHERE. The craters made by all the indirect fire combined with the high RA bonuses of allied infantry combined with their high DPS allows allied infantry to effortlessly walk up to hmgs and wipe them even when supported.
I wouldn't mind preventing yellow cover from giving its bonus -25℅ RA to units on the move. This will allow the hmgs to actually suppress (perhaps pin) the infantry then be able to relocate before the indirect fire hits them. It'll allow the axis to keep the allied infantry at long range with the use of combined arms without making hmgs over powered.
If you're having problems with allied infantry in other scenarios I think it's mostly a l2p issue.
What do you guys think?
Completely agree. Allies has too many options to negate the only unit Axis has that is able to stop infantry blobs: HMG42, I mean, granades, yellow cover made by crates, arty and smoke. |
Better squad formations will fix that vulnerability-to-explosives thing. Until then, use a Command P4; it's the perfect match for that purpose.
But you are forcing me to choose between 1 or 2 Commanders. Command P4 is not a stock unit. |
This+UKF infantry spread and done, infantry combat fixed.
That not fix the problem.
The main problem of Ostheer Inf is the poor survavility against all of the "explosives" tanks shells and Arty that Allies have. |
OP, you forgot the sad performance of the Panther.
Lol, no, weakness number 5 is about the lame Panther. |
Okeeeyyyy.... Here we go:
Close range penetration / Long range penetration more or less
USF:
57mm AT gun - 50%/43%
M10 - 60%/46%
Jackson - 80%/66%
Pershing - 86%/73%
UKF:
6 pounder - 70%/63%
Comet - 70%/56%
Firefly - 86%/70%
SU:
ZiS - 66%/60%
T34/85 - 53%/40%
SU85 - 80%/73%
IS2 - 83%/70%
ISU152 - 86%/66%
Only 3 numebrs are close to 90% and even tho, it's unlikely to fight with Firefly or ISU152 at clos range
Australian: Allies almost always outnunbers Axis units. So, that numbers occurs way more times and has more chances to pen Tigers and other tanks. |
Please Katitof and Australian, do not detract from the conversation. Stay on topic. We are talking about the CORE infantry. |
From my point of view, the solution is easy. Make the 5 core infantry the same: 5-men squad, dealing the same damage with rifles, same accuracy and RA. Maybe cons could be 6-men squad. |