I am not saying it should be done or even needs to be done, but Spanky could easily push the bases together a little bit to achieve a distance like 230m - 240m.
That distance plus the distances to key points would make this similar in size to crossroads.
Some players like small fast action maps, some like larger maps where you can play a little slower and methodical. I do not play 1v1 so I do not have an opinion. Guessing by the number of plays Bayeux is getting, the community will probably be split. Just a guess.
That's usually the case given how often maps are judged on if you won or lost your first match on it. |
It feels quite big, but outside of a few exceptions (MG in the cutoff building) it plays fine. I don't think it needs much tweaking.
It looks nice, the size isn't excessive and it plays fairly intuitively. I like it a lot more than I liked Nexus at this stage of development. |
The ELO system already handles this: if being in an arranged team makes you win more, your ELO goes up and you get pitted against individually more competent solo queuers.
The real reason for unbalanced matches is the small playerbase: the matchmaker can't give you equally skilled opponents and teammates if there aren't equally skilled opponents and teammates searching at that time.
So it does the best with what it has. |
Either the StuG has to reload TWP, or the StuG can double tap.
Same with the Pershing. |
Pios and one shreck or two panzerbushe sounds best imo. Ostheer shouldn't lose potent ai squads just to help fight tanks. No other army needs to do that.
Every army without weapon racks needs to do that. OKW and SOV put relatively weak AT on 300 MP units. |
The old Comet was absolute dogshit.
The new one's much better. |
He's asking for workshop skins to work in automatch. |
It's no question USF has the worst starting roster in the game. No MGs, no vehicles, no alternative to Riflemen which still struggle against much cheaper units. It's pretty easy to just own USF with MG spamming on these small 1v1 maps.
Against an MG spammer, spread your squads out, play defensively behind green cover, and tech grenades. Every dead MG is an MG they're not getting back.
Your best friend against HMG spam is the M20. |
The heavy tank field is a bit warped right now.
The IS-2's position is heavily warped by being up against OKW and OST TDs, most of which are geared towards high DPS and low penetration. In the past, this was offset by the IS-2's 13 CP timing and it being total dogshit.
That's no longer the case.
If the enemy goes for the IS-2, you have two choices:
1: Go for a Panther.
» You skip the anti-infantry medium armour you rely on to keep up in the manpower battle.
» You get a vehicle that's only really any good for fighting tanks, and the only tank they have is the IS-2.
» Your Panther doesn't actually counter the IS-2.
2: Go for a Tiger.
» You skip the anti-infantry medium armour you rely on to keep up in the manpower battle.
» You get a vehicle that's can fight the IS-2 and is also a good infantry counter.
» Your Tiger doesn't actually counter the IS-2, but you can keep up in the manpower battle again.
If you take the IS-2 out of the equation, the value of these other units changes substantially. The Tiger is a better Panther, but it's not a better double StuG. |
It changes depending on the stage of the game.
In this patch?
Penal Troops are probably the best on a squad-by-squad basis, but their price and teching path limits their number. Vetted Penals are really good, but their reliance on veterancy makes them irreplacable: if your late game Penals die, they're not getting rebuilt.
Infantry Sections have a weak early game now, but they're still solid with their upgrades. I think they're let down by their faction's lack of proper support for them rather than their own stats.
Riflemen are the best all-rounders: they're okay early on if they can get into close combat and their scaling is great, especially with their weapon upgrades. They're not cheap, but you get what you pay for.
Grenadiers are still the glass cannons they've always been: they punch above their weight if the enemy plays their long range game, but they're reliant on their support weapons to make the enemy do that. The effect only intensifies as the game goes on: vetted LMG Grens are damage monsters, but being a 4-man in the explosive-filled late game is a dangerous state of play.
Volks haven't changed much, but their circumstances have: their strength has always been their rapid buildup of numbers and flanking Sturmpioneer support. Their solid weapon upgrade, ability to upgrade in enemy territory and ability to build their own cover are all nothing to be sniffed at, though.
Conscripts are the winners of the last two patches, with the 7-man upgrade turning them into Super Ostruppen. They don't get it until the late game though, meaning SOV still relies on their light vehicle rush to carry them them through the midgame where Conscripts are at their weakest. |