can't agree more, this tournament was a huge joy to watch. big thank you to relic/sega for the funding and support and ofc to all the countless community members - casters/referees/mapmakers/balance team/etc - who spent so much of their time and energy to make this happen! |
honestly i think snipers add a lot more tactical variety to the game as people like to admit... sure, they can be annoying to play against, but they impose a high micro tax on the player using them that you can usually exploit elsewhere (unlike, say, brit emplacements). the main issue, as others pointed out already, is that counters are not as readily available / effective for certain factions, leaving you kind of helpless in some matchups. maybe reducing the RA bonus on retreat a tad bit could help to offset this, so a successful flank / intercept gets more rewarding. |
Which is funny to say, considering the fact that population is on a steady level for years.
Ironically enough, the most cancerous part of community that makes the game frustrating are people with few thousands of games played exclusively as one faction and still not being able to break 4 digit ranks.
oh that's gotta burn |
whatever the objectives, i'm pretty sure it's going to be "nerf blue, buff red" from your POV |
I find the bias on the questions very uncomfortable, why OP ask best Axis tanks and hardest to fight allied tanks? Is allied oppinion less woth?
not sure what you're on about, i'd say the op's question isn't biased in any way at all, especially if you're inclined to apply the usual codguy metric here.
i agree with the majority of the 1v1 assertions made, can't say much about teamgames though. the sturmtiger is in a very poor state indeed and mostly serves as a giant paperweight, regardless of gamemode |
fair enough, but lt tier would still be very vulnerable to anything bigger than a 222, unless you want to buff the aaht's at capabilities through the roof, ofc. also, shuffling stuart and aaht around would leave cpt tier without a suppression platform once again, which was one of the reasons for the tech revamp in the first place. not saying your proposal isn't interesting in itself, but i think it would (re)create more problems than it solves. |
so, in essence, you want to revert the usf tech revamp to its original state and make cpt tier even more superior to lt (better ai and at)? i honestly fail to see how that would make lt tech any more attractive. |
The position of the explosion does not matter the position of the unit throwing the grenades does. If the cover is between the unit throwing the grenade and the target cover bonus apply else it does not.
that makes sense. can you elaborate if that actually works per entity or for the whole squad? sometimes not all squad members on the receiving end are actually behind cover with respect to the model that throws the grenade, so is the DR calculated individually for each entity (as it is the case for small arms i belive) or doesn't it matter as long as the center (whereever that is) of the squad is behind cover? |
so, to sum it up you want offensive abilities to, counter-intuitively, grant a boost to defense and vice versa, because it currently makes it too easy to wipe stuff when attacking? not to be nitpicking, but the quality of your balance proposals has kind of hit an all time low recently, vipper. |
Read OP about suggestions to improve "supervision"...
why would he, he pretty much summed up already why supervision doesn't need to be shuffled around in the first place. it's better off on a combat-viable unit so that you actually have to choose between using it to speed up production/tech or increasing field presence. |