As far as the video goes. The KT is in a bad spot because of its scatter, which lead to a few missed shots. As far as the bounces go on the comets, yes A_E got a bit unlucky, but it isn't unheard of. 1 KT shouldn't be soloing 2 comets though.
Generally speaking planes need an overhaul. Imo instead of being shot down so frequently they should be instead suffer "suppression" from AA and thus have reduced efficiency according to number of AA hits them.
Currently the quad is clearly not UP as an AA.
This honestly sounds like a pretty solid idea, and would potentially remove the effect of "RNG planes" obliterating armies if we removed them crashing all together.
add maxim (UT) (Done)
remove clown car Unsure, still a large threat vs OKW with late fausts
remove m20It works well enough, but the skirts are probably overpriced and at mine is cancerous with immobilze imo., m26(Currently I think it is ever so slightly OP, due to 1 shot wipes, but if we changed explosives so that doesn't occur, a scatter reduction would make this tank near perfect.), both m8(Disagree) and sherman(Disagree)
at gun is already fixed Which AT gun?(same as pak) bofors is just bugged Didn't know this
comet and cromwell UT Added
remove kubel (Will do)
I had this idea last night that I should make a thread about everything over performing and under performing of the patch, so that if and when a new patch comes I can throw this at the mod team and say "balance it". This is primarily from a 1v1 standpoint.
A global change I'd like to implement is for most explosive and ballistic weapons to have a limited number of models it can damage per shot. This will allow higher lethality from tanks and mortars without frustrating 1 shot wipes.
ZombieFrancis idea for explosives change:
Change all heavy rear armor to 110 to reward flanks.
Anyone is more than allowed to suggest things to add to this list, and it'll be edited as time goes on.
Key:
OP = Overperforming
OT = Overtuned/Slightly overperforming
UT = Undertuned/Slightly underperforming
UP = Underperforming
If there is a question mark(?) after something, it is because I am unsure of this.
Soviets
2 model sniper team(OP)
Guards(unsure what to do with them, they simply just deal with everything which isn't a great unit design)(Overtuned)
IL2 loiter(OP)
M3 clown car(? Overtuned)
Soviet PM81mm mortar (UP?)
Maxim(? UT)
Conscripts(? Too much utility, primarily "Oorah" OT)
M5 quad(? UT vs infantry. Good vs Air)
SU76 (The absolute pinacle of OP)
T34/76(? Overtuned)
T34/85 (Overly cost efficient, OP)
IS2 (Reduce scatter, moreso with explosives change, UP)
KV-1(? Potentially OT)
KV-2(Rework)
KV-8(? Potentially OT)
Forward Observation post (UT)
120mm mortar (6 man squad, 1 man to operate, range. OT)
Soveit M42 AT gun (Scales poorly. Decent turn time and damage vs lights, awful vs medium+, maybe add damage buff with vet like Su-76? UT)
USF
2x equiping BARs (Technically balanced for cost, but it makes base infantry scale too well. Overtuned)
BARs(specifically moving accuracy of 0.7 OP)
Free squads(? Personally I just don't want to be forced to play with things if I don't want them. Overtuned)
81mm mortar(boost range to 65? 70? increase teardown? UP)
M20(?) (AT mine included (OP) as well as skirts(uneccessary))
AAHT(against aircraft bugging out?)(bug)
Pak howitzer(?UP)
M4A3 Sherman(too cost efficient, OP)
M8 Scott(requires some form of projectile speed nerf or AoE or possibly range reduction, Overtuned)
M36 Jackson(OP)
M26 Pershing(With explosives change, reduce scatter)
M8 Greyhound(unsure on stats of unit but overly effective currently, OT)
Fire up!(UT)
Sherman EZ8 (OT)
Airborne support weapons costing MP instead of Munitions (Rework)
UKF
SNARES please(QoL)
Infantry section(possible nerf if snares are added)
2x brens (Allow for only 1 bren, buff to LMG42 level. OP)
6 pounder(removal of 1.5x accuracy modifier vs vehicles if snares are added)
Royal engineers (borderline overly cost efficient for 210 MP, Overtuned)
Bofors AA gun needs AA buff(UP, potentially bugged?)
Mobile mortar please(remove pit)
Centaur(Needs to either be toned down or Ostwinds needs to be buffed, OP)
Cromwell(reduce scatter, it's abysmal, UT)
Comet(Same as above ^)
Ostheer
G43s (moving accuracy toned down from 0.8, also price increase, way OP)
Grenadiers(smoother vet curve, potentially applicable to all infantry,QoL)
GrW34 mortar(? potentially fine with explosives change, Overtuned?)
Riegal AT mine(immobilize is rediculous, OP)
Ostheer sniper(I'd rather just have a cheap scout for vision and just remove snipers but that's just me)
222(buff vs snipers only, UP)
Stug G(Overly cost efficient, OP)
Ostwind(should be near centaur level of AI, Raise AA to centaur level. UP)
Brumbar(Better with explosives change, armor too high? Overtuned)
Panther(Increase stationary accuracy, Undertuned)
Panzerwerfer(Unsure how to improve, UP)
Tiger Ace(Cost fuel please, OP)
SdKfz 250 (No vet, no weapons, UP)
Aerafield's idea for panzergrenadier fausts
OKW
Sturmpioneers (Overburdened)
Volksgrenadiers(UT)
Volks MP40 (UT, possible rework)
Raketen(Just a gimmick unit. I'd rather just remove it, or at least remove cloak. Undertuned)
ISG (Unsure if it's due to the projectile or lower AoEUP)
Flak Halftrack (Potentially OP)
Obersoldaten(Arriving too late to gain significant vet, smoother vet curveUndertuned)
JP4(Fix veterancy mess, potentially raise pen. Undertuned
Panther (I'd like to see something done with this similar to the Ostheer panther with the RoF. UP)
King Tiger (Reduce scatter to prenerf levels with explosives change, UP)
Fallschirmjaegar(?Very glass cannon. Undertuned)
Emergency Repair (UT)
Panzer Commander (UT)
Sturm Offizier (Good utility abilities but no vet. UT)
Luchs (Unsure what to do with this, UT)
The problem I see is that Ostheer is still on the backfoot early because of the four men squads but doesn't compensate lategame any longer since the lategame gap was closed/ shifted a bit to the Allies due to TD buffs.
The Panther vet 2 and Elefant nerfs did the rest to screw up any lategame for the Germans.
The problem then stems from dual Jacksons in synergy with superior BAR blobs.
OKW at this point relies on the Panzer IV crutch as well as Ostheer (in combination with the StuG). This however only lasts until the first Jackson arrives. Then the Allies have the upper hand in all regards.
This guy understands it ^ +1. There are many issues with the game currently, and this is just one of the few. Essentially Axis armor was too difficult for some people to deal with in the lategame, or poor decisions were made and they couldn't deal with it. So they nerfed heavy armor to oblivion and now axis crutch on mediums. Panthers, Tigers and elephants are all essentially unuseable against competant opponets if ceteris paribus
Isnt that more of an issue of trying to change a tried and true vet system by deciding to add 5 vets? Like either its op or up and its really hard to find a medium cuz if they have the same benefits as the typical vet 3 of other factions it sucks ass since it takes so long to get and if they get better benefits than it breaks the game cuz then the vets scale into complete monsters. I feel like just making them a typical vet 3 would make OKW less flawed.
EX: its annoying as hell to get a jp4 to vet 5 now as it takes forever. But the p4 feels like a vetting machine (atleast to me)
Yep, essentially impossible to completely balance it since 5 =/= 3. You could make vet 5 = vet 3 in both XP and benefits but then the smoother curve of the vet 5 would overtake that over the vet 3.