The point of the Balance forum is to collect all the rageposts in one tidy place so the Strategy forum stays clean. It can't do that if you restrict access. |
I have no idea who is going to do it, but if we're going to do anything, it shouldn't be taking awful maps and rebalancing the whole thing.
If we had a fixed amount of dev time to allocate as we see fit, I'd agree with you.
But we don't, we've got an offer to fix Stalingrad. The choice is a simple one between fixed Stalingrad and broken Stalingrad, and that seems like an easy choice to me. |
No imo, I would rather we attempted to change or removed the maps that are already in the map pool before we decide to add more maps, especially ones that were removed because they were so unbalanced.
But the whole point of the thread is Tric said he can balance it. It's not like they'd just add Stalingrad back as is. |
The StuG/Elefant dynamic is similar to the SU-76/SU-85 dynamic.
The SU-76 slightly outperforms the SU-85 in terms of how fast it can put out damage. Two SU-76s pose a much bigger threat to a skirtless Panzer IV than an SU-85 does.
But which do you see more? |
If anything, OKW usually gets cited as being weak to UKF, even before the snares patch.
The reason for that is UKF can beat them at their own game.
I go for IS » UC » IS » IS » Grenades » Bolster » T1 » RE » AEC, switching the order around depending on available resources.
Five man Infantry Sections are pretty strong against Volksgrenadiers, and with four of them you can easily keep up with map control. The UC will swing early engagements in your favour and can hunt down the Kubelwagen.
Grenades serve as your team weapon counter, garrison clearer and deters Volks and Sturmpios from getting too close. Just remember to cancel them if the squad moves. |
That being said, does it need to be fixed?
That change was in SBP. If it went unnoticed for this long, isn't that pretty strong evidence that the Command Tank's probably fine at 20%? |
Tested in the cheat mod. Command Panzer IV is applying 20% damage reduction to vehicles and infantry.
Spawned it using Mobile Defence's call-in, so it's not spawning an older version as CheatMod sometimes does. |
Actually the solution is probably simple. The unit can be built from the structure at normal price or be "called in" with a premium.
While that's better than the call-in price changing during the game, I still don't like it. It just seems... unpolished. |
The call-in premium was very divisive, largely because the UI didn't support it properly: it was even more information the player would have to look up online all the time. The feedback was so 'mixed' that Relic abandoned the patch. |
If you make Bolster cheaper, it'll always get teched right off the bat and it'll be an essentially pointless upgrade.
Bolster isn't an "if" upgrade, it's a "when." It's a hefty boost to UKF's field power. However, if you go Bolster straight away, you delay your teching by 35 FU.
That sounds like a well-designed sidegrade to me: there are benefits to getting it early and to getting it late.
If you cut its fuel cost too much, it'll almost always be advantageous to tech it early and it'll become a non-decision.
Contrast that with, say, Conscript sidegrades, which just serve as a further punishment to T2 and a deterrent to mixing Conscripts and Penals together. |