Its been 5 years and people still don't know how reinforcement costs are calculated despite very easy formula...
Yes, the garbage excuse of "I have more models therefore my reinforcement cost should be cheaper". People who think 6 models is worse than 4 are players who think models dying is only determined by RA |
Meanwhile grens are 30 reinforce |
After 6 years and through the unfortunate fate of THQ, the Darksiders series fanbase cries will be answered on November 27th. Darksiders returns with their 3rd installment and 3rd Horseman, Fury. The game is supposed to be similar to the original in its RPG elements, with the lack of customization from weapons and gear seen in the 2nd. The series so far has had a fantastic story and characters and I cannot wait to see if the long awaited 3rd installement can live up to hype!
https://store.steampowered.com/app/606280/Darksiders_III/ |
And they have to pop an active that makes repositioning impossible. It's a good abiliey, FAR better than trip flares but it's not without its drawbacks. It's not a straight up perma buff and it adds vulnerability. You can't move out of a flame nade if you can't move, not a bundled or RG or mortar. Hell you can roadkill them. Is there another vet 1 that actually has a trade off?
It doesn't have a CD when applied and is free. So if a vehicle decides to get brave, AND you don't get buttoned, you can literally just deactivate the ability and not get crushed. The ability has virtually no downsides. |
Mod tools = best stat source. |
"Specialist" isn't a some sort of special rank, it's a statement of function. You've got generalist units which do a bit of everything, and specialist units that are very good at one or two things and are not good at anything else.
Take the OKW Panzer IV and the Jagdpanzer IV. They cost almost the same. The Jagdpanzer IV is far better than the OKW P4 at fighting armour, but the OKW Panzer IV can fight infantry too. Specialist versus generalist.
Obersoldaten are anti-infantry specialists: they can't do anything to armor. Guards are generalists: they've got solid anti-infantry performance and some light anti-armour weaponary.
Therefore Obers should probably outperform Guards in infantry combat, and they usually just about do.
I understand this^. My point still stands. |
He didn't say elite. He said specialist.
A squad that's sole purpose is to fight infantry should beat a similarly priced squad that's got both AI and AT capability.
That shouldn't be a controversial statement.
The point still stands. Where's the line between how much value in resources a "specialist" title is worth? 50mp? 100mp? What factions get to use them? who doesn't? etc |
In the matches I have watched, the left VP decides the game. Almost every game has been one each right side. Player that holds the left side wins. More games are needed for valid stats and better ranked players.
Probably because it's easier to push left side with how open it is than pushing deeper right side for 2 vps. Also one of the northern houses has a very good MG arc onto top VP.
The vickers can see thru sight blockers to the left? Explain please. In testing the vickers could not see the left side of the map.
Sappers come with a super fun ability to just remove the hedges.
All you did was agree with me LUL. But with a specific example. And yes, the vet 1 vickers in any garrison is a pain cause it sees so damn far, but lets be honest... do you really ever see brits on this map? And we could really start to split hairs here and say, is this a faction balance problem, map balance problem, or a bit of both?
Well I proved what you are saying with the the symmetric vs asymmetric argument almost 3 years ago.
Sounds good to me. Make a thread about the map I've been playing Fortune on and I'll get
my disagreements in.
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The issue with anti-everything units is that they are too proficient at being anti-everything. Jack of all trades units shouldn’t be able to beat handily beat specialist units. For example Guards shouldnt handily beat comparable axis AI specialist infantry when Guards are more versatile overall.
Ok but where do you draw the line between elite vs non elite? Then you get into the 6 men vs 4 men issues, side abilities, buildables etc. And then you have a really sad pastry dish that could've been amazing but just looks awful |
Biggest problem IMO is just the general asymmetric sides of the map. One side being heavily litered with sightblockers, garrisons, etc while the other is more open. The VP problem still persists though, regardless of whether or not you go left and are able to capitalize on more resources, you are still required to go right inorder to capture VPs. This gives an noticeable advantage to the faction that can clear garrisons without much struggle(EFA).
The northern garrison with a vickers can overlook both the left side cutoff, a large portion of the souths pushing area as well as the right side. It's even worse with vickers vet.
In all honesty people will always complain about this games balance, and I don't mean just the rank 5k 4v4 scrubs who know nothing except fussi spam with offizier. The game is just a massive clash of ideas vs creativity vs balance and it'll never be perfect. Symmetric maps 100% or not at all. |