I assume you are running each test 5+ times and not just once?
Only with cons, i have no time to test all of allies inf 5+ times.
With vet cons I make 6 or 7 tests. |
Do you mean fall and the example when they win at one model due to rng? Sure, falls should probably win every time in that one, with one or 2 models left. Still this one is not actually that bad as it gives ages to react. I was talking about the ourah one when cons won quickly with 5 models left becouse that actually is pretty imballanced.
Cons won most of that tests. Honestly falls win only 2 of the 6 or 7 tests, and one of wins was with the officier aura. |
Ok, now ALL allies basic and elite inf agains falls without veterancy:
https://www.twitch.tv/videos/208983053
As we can see falls can beat most of basic inf squads without vet and weapon, but have huge problems against elite inf and additional weapons. |
Why exactly should more expensive, considering both ammo and manpower, long range AI specialist squad lose to an all range infiltration squad at long range? That would be mad. Same goes with commandos, they are also infiltration squad, but they are much, much more expensive with brens.
Would you also be suprised by a sniper losing in that position
Here was a tommies and rifles, which you will have in most of all game agains UKF and USF. And problem are in, which a basic infantry squad can become stronger than elite infantery.
I know what commandos have more cost and need ammo for brens, but if need be they can pick brens and annihilate enemies on every range, while falls cant do nothing to be stronger. |
Vet 5 falls losing to ptrs penals, bar rifle and bren tommies, why are you surprised ? the game finally reached fully balanced form.
It was a guards, not a penals. And all have max vet, to be honest, not only falls. |
The only engagement that was particularly troubling was the Falls vs PPSh cons one, and we know for granted that Falls +15% accuracy modifier at Vet5 is not applying properly at all.
It's probably OK if yolorushing shot-range units can win with a sliver of health on a test-lab scenario. That's because in the live game you would never wait it out until the end. A short-range unit has to commit to a fight, and if their retreat path is cut off in the meantime, they risk being wiped. A long range unit can always throw grenades from their cover, or retreat after they've inflicted enough bleed.
Long-range units also perform far better in a blob than short-range units.
PS:
We also strongly suspect that hit the dirt is rather OP, and we'll probably further reduce the RA bonus it gives to bring it a bit more inline.
Other inf squads here. Problem are not in conscripts. Rifles looks especially funny.
https://www.twitch.tv/videos/208969206 |
Luchs coming faster because OKW have better early game. Sturmpios, kubels, volks spam, the lack of HMG (more mobility) making better map control and faster capturing in first 3-4 mins, then have other factions. So thats mean what OKW have more resources in first 5 mins, which in turn means what luchs will come faster than stuart or other light tech.
But in DBP kubel and volks was nerfed, was buffed conscripts and were many other changes which affect on OKW early game. So now OKW harder to get an advantage on early game, which means what luchs will come later, than the current version of a game even without changing producing time.
It's just a theory, but if I'm right, OKW will be in a deep hole after patch.
P.S. By my posts you might think that I'm a fan of OKW, but I really don't like the design of that faction (same with Brits) and most of my games were played as a Wehrmacht and USF. |
I am not saying Falls are fine necessarily, but there are many factors that are not encompassed by a single test like this one, e.g. utility (grenades + faust), camouflage, the fact they paradrop, the fact that mid- and long range units tend to be safer from wipes in general.
Obers are long-mid range unit and have too some usefull supporting abilities, but they cos 340 MP in DBP and killing cons in this test without LMG before cons supressed.
Camo making falls a unique OKW unit, but dont making them better (as you remember wehr Stormtroopers have camo too, but they killing a cons without a loosing any model).
And in this test i tried to make a good environment for falls (green cover, cons come from long range without "ourah", and etc.), but they still losing most of tests. |
And it was like this since day 1. Falsch deal more damage at distance (much more) while PzGrens at point blank
Read again my post:
No problem. But i think +15% accuracy dont changes that. In my opinion they need to be as PG in this test, but deal more damage on high and mid range, when PG deals more damage on mid and short range.
in this test - So i mean what falls need to kill a cons without a chances for them, like that doing PGs, but deal more of the total damage on long and mid range.
Now they really better on long range than PG, but they cant kill cons without RNG, at the same time PGs killing cons everytime without losses a more than one model. |
Thx for the report. I went through the veterancy files, and it seems that the intended +15% accuracy bonus at Vet5 is not applying properly.
No problem. But i think +15% accuracy dont changes that. In my opinion they need to be as PG in this test, but deal more damage on high and mid range, when PG deals more damage on mid and short range. |