You know balancing the game for 1vs1 is the reason why it is so shitty? ;D
Most people play other game modes, hmm... maybe the balance-team should make the game for the gamers?
"You" doesn't equal "most people". Sorry bud. Ask the balance team what criteria they use for balancing and they'll tell you 1v1, and good balance for 1v1 will carry over to balance for teamgames generally. Note: even though it doesn't look like it from my playercard, I play a lot of teamgames too but only with friends.
Also if they balanced to teamgames they'd have to buff USF and nerf both axis factions lol.
Any chance we could get an IRHT rework with this patch? It's a really really stupid unit that incentivizes cheesy unfun strategies and shuts down any allied units that rely on camo as well as support weapon play with minimal effort, and all it's analogues have already been nerfed or reworked.
We are speaking about full tech costs, and not 1vs1.
Stop bringing 1vs1 arugments, this gamemode is dead.
Edit: And I don't play OKW that often, because it is a shitty fraction. The fraction is simply bad designed.
Lol 1v1 is what this game's balance is designed around. Why don't you actually get to know what you're talking about before you make yourself sound ignorant again.
OKW is pretty much a faction that really focus too much on recon areas than on more essential departments.
Reasons why Rak failed in design of being a decent AT role unit is because of the heavy focus on the Recon department. That really killed its definitive role.
Kubel has recon, that is why it was possibly crap for some time. Still think it could be removed for something else instead like maxims ability "Sustained fire". Would make it different and more suitable.In med base having another recon unit which is the IR halftrack.
3 units fills more the roles of recon than they actually do in performing their actual AT and AI roles.
Rak failed in being proper AT as it was clearly designed more for recon (which really sucks). Kubel failed in being a proper support unit because of the recon ability. Although it is better now than it used to be.
IR Halftrack maybe should be replaced for some other unit. It is really not used that often, only in team games just sometimes. It is still 1/3 a chance you even encounter IRHT just in team games. Not that common at all.
More reason to replace it with something that has more use especially in game mods like 1v1 and 2v2.
I would like to use medbase more often but it really lacks choices. Somtimes there is really only 1 choice to pick from depending on the map and scenario.
IRHT should be doctrinal. There should be some other unit instead to perform in the roles of AI or something
Any suggestions for which unit should be there instead?
Kubel used to be a suppression platform lmao. Never was really intended from its inception to be a recon unit.
Rak is clearly not designed for recon either; it's an AT gun that just happens to have access to some cheesy BS in live that they're going to fix now.
I actually like going medhq, I like to actually have healing and leigs are solid, and I really like the flaktrack too, but I understand I'm in a minority there lol. It is a little clunky but overall a great unit; puts out great damage and has smoke to help it survive.
IRHT on the other hand is a stupid unbalanced unit that needs a rework more than just being made doctrinal.
1) If you're getting your base buildings completely blown up constantly as USF then you have bigger problems than balance (namely your own skill level).
2) USF bases don't pin infantry and pen tanks and can't be placed wherever the hell one likes.
You have to balance the free, effective area denial capabilities of the schwerer with the risk of it getting attacked and destroyed, which isn't even that hard of a thing to deal with on 1v1 maps since cutoffs/important points are oftentimes extremely close to your base anyway (langreskaya, lost glider). If you're that worried about your schwerer getting dumpstered build it in the corner of your base, and you're still on exactly even footing with every other faction that doesn't literally get a giant gun on top of their tech buildings (except maybe USF free officers but they have an asston of sidetechs and more MP bleed anyway).
No need to rethink it. This really breaks the frozen gameplay of "Sim City". The British Player tends to get REALLY bored when the enemy gives up attacking and the defences are taking up all the Pop Cap, not allowing the resources needed to finally go on the offensive. This is boring to fight against but is even MORE frustrating for the British Player who is now limited and forced to turtle until the enemies force is small enough to be taking out by a small force. Against a competant player, this isn't going to happen.
The ability to break down emplacements will allow the British to use more of their arsenal in high level play without screwing themselves over completely. Thankfully, the lack of refund makes it incredibly difficult to abuse.
Think of it this way...
The British Player must choose to dismantle their defences to get things going again. In other words, they destroy their own positions without you having to lift a finger or lose units! With no refunds, the British Player must spend more resources to rebuild.
The change was badly needed to make the British more fun for everyone.
That being said... I wonder it the build buff for Heavy Sappers needs to be nerfed to compensate for pontential abuse in 3v3 and 4v4 games, where resources are abundant?
Emplacements already suck ass at high level play anyway and aren't worth building, but it's still a good change.
I'd like to see partisans get commando/stormtrooper camo. Even with the buffs (which are definitely very interesting and going in the right direction for sure IMO), they're still made out of wet tissue paper and as such they're even more reliant on their camo than the other 2 are, and still have about the same amount of utility. I just don't see any reason at all for them not to have that camo.
Adjust the "AT package" for Sturmpio to 60 ammo instead.
There is clearly no reason why it should even be 70 ammo for just 1 Panzerschreck.
It's significantly better than 1 bazooka or PIAT in every aspect except reload, so it's priced accordingly. IMO it's a bad upgrade though, I'd never take it over minesweepers, especially because I usually don't build more than one sturm.
Just food for thought, what if they got a couple AT rifles as an upgrade instead, since the single schreck is (IMO) really supposed to be a soft vehicle counter anyway. They'd sacrifice some later game utility for longer effective range and more consistency, but they'd have more of a defined soft light vehicle counter role (since they'd lose 2 stgs).
Raketenwerfer 43
The unit needs an (as many other units) an veterancy overhaul.
Most bonuses have to with camo and are completely useless when in garrison. In addition first strike bonuses come too late (especially compared to Soviet "camo" ATG with vet 0 bonuses).
Finally there is little reason for different camo mechanism across factions.
Other notes:
Unit reaction times are slow
Projectile seems to less chance of collision hits
Suggestion one could try making the unit work like other rockets and have less penetration but add deflection damage. One could even lower damage but increase accuracy making the more consistent. It could then be locked behind T1 same as the HMG with the faust available from first truck build or from start.
Yeah I agree that it could use a vet overhaul.
I don't find pen to be a problem with it, considering the targets it's usually up against. I also kind of think fausts and flamenades access should be switched given that the lack of snares is kind of abusable but flamenades aren't (IMO) super necessary before the first truck sets up anyway. I get that mgs in buildings are hard to deal with, but I'd usually rather outflank them and dislodge them normally and save the muni for stgs anyway, especially when you have sturms plus like 4 volks or whatever.
Not sure why they are buffing riflemen's dps. It's not like riflemen need additional damage early on. They should be buffing it's late game power a little bit imo.
That's what double BARs are for though. IMO rifles are some of the best mainlines in the lategame with the investment and the veterancy (but you have to keep them alive lol), and they don't really need help there, especially with excellent sherman HE and good indirect fire options to boot.
They're getting better DPS at mid range in order to make it so that they actually trade well when they're at ideal ranges, and not just barely win out in ideal scenarios (barely because dropping 3 volk models and losing 2 rifle models isn't that great of a trade considering they're more expensive to reinforce and volks will beat rifles pretty handily at long range as they should, and OKW's got a sturmpio out there to trade really well while USF has an RE which can't trade with anything). It's not even going to change point blank engagements anyway if you check the curve too, just more the 6-15 range where they're theoretically supposed to shine and justify that 28 manpower reinforce cost.
IRHT still needs a rework/nerf. It's a stupid unit that promotes arty spam and is maphax as much as the old valentine (which costs 1600% of the fuel of the IRHT).
At the moment they trade pretty much equally with Grens and Volks at max range, which means in effect that Riflemen trade worse because they are more expensive. So long range goes to the Axis mainlines (which is intended). Near and mid range should go to Riflemen, but we felt that their near range DPS felt a bit lackluster for this dynamic. The new values should reward positioning a bit better by making Riflemen feel more at home in the shorter ranges. A succesful ambush or succesfully closing in without taking too many casualties should now be rewarded more.
Thanks, that's a much better description of what the goal was with these changes.
That said, I think this will just end up with (slightly) stronger double-bar blobs, which isn't a gameplay style I really want to support. Still, I'll reserve any real judgement until I play the patch-preview.
Remember that this won't change BAR damage profiles, and the vast vast majority of damage at that point is going to be coming from the BARs exclusively. It's drops in the bucket at that point.
Can we consider giving REs sandbags instead of tanktraps? It's really difficult to get all your squad members behind a thin piece of green cover sometimes and it often leads to being suppressed by MGs even though you're behind green cover
Isn't there any option to reintroduce the upkeep cost decrease like USF had in VCoH? I mean, playing USF just feels like a nonstop bleeding wound when it comes to mp.
IMO that's mostly because rifles don't trade that well currently, especially against OKW, until you invest like 400+ muni and get hordes of BARs. That would be a very interesting mechanic though.