But other than that, m20 should see an MP decrease OR come with the skirts free. Maybe taking away the bazooka in exchange for MP reduction would be fair. I pretty much only use the AAHT these days.
Nice argument that really unbenched what I said, good job.
Very epic.
And please, I'm 100% sure we both know what kind of moderator rules over steam forums..
And stop acting like GCS and 1v1 is the benchmark for all balance, acting stupid.
>Not used in gcs bad unit waaahhh
Did ISU,KV-2 or IS-2 get used a single time ? I don't think so but havent checked. Highly doubt it. Guess theyre utter garbage, buffs when?
Bet they didnt use a lot of units
IS2 did get used, lol. The Armoured Assault doctrine was chosen a good number of times. The IS2 is a very good unit that doesn't get chosen only because the doctrine doesn't have Guards. If Guards got nerfed then Armoured Assault would become much more attractive.
The KT on the other hand, is always available, but is always bad. GCS2 may not be the perfect benchmark for balance, but people who think the KT is good clearly have no business discussing balance in this game. Horrible scatter, atrocious speed, ridiculously bad acceleration, basically costs as much as 2 Panzer IVs, nonsensical exp values given, gigantic target size, and far and away the worst turret rotation in the game.
The IS2 basically only has bad scatter values on its main gun as a key weakness. The KT has almost every weakness in the game rolled into one unit. The last time I saw a KT being impactful as a unit was when I was rank 600+ and didn't know what tank destroyers were.
I mean, I can understand people complaining about Command Panther....But the KT? If you're losing, saving for the KT will get you overrun and it will have limited impact when it comes out. If you're even, saving for the KT will get you overrun and it will have limited impact when it comes out. If you're winning, getting a KT can throw away the advantage and swing the game in your enemy's favour.
I think he means bounce instead of miss. It's only about 33% chance to pen, so getting that, while unlucky, is still conceivable.
Bad luck is common in this game, since the game is long and contains so many engagements, and many of us have played the game hundreds or thousands of times. I've had my Tiger deflect a T34-76 with rear armour twice in a row to escape death. Conversely, I've also had my Panther bounce front of KV1 twice in a row while getting penned by the KV1 3 out of 4 shots from the front.
Sucks to experience bad rng, but honestly the P4 is a truly terrible choice for fighting the IS2 anyway.
Early pressure means you get more resources and access to vitals. More STG upgrades, a tank, your flak base.
The raw fact is Volks trade incredibly well. Their cost is low for performance, their reinforcement is cheap and they are by comparison beating out more expensive allied infantry that don't get stock upgrades in the field, stock flame nades or fausts (tech is required but not SIDE tech which is important to note).
Volks dont need a nerf, but the cost of Infantry Sections and Rifles needs to be adjusted as they just don't trade well vs OKW. The later a game goes the Vet4/5 Volks are also pains in the ass to kill, their received accuracy is so good they are just crazy to try and take out in infantry battles, its why you see so many Pershings and M18Scots just to try and clear these bastards off the field.
I like how you ignored the tournament comment too, USF and UKF got fucking stomped with a 20% margin in the winrate where as SU/OKW/OST all floated a 50-54% which clearly shows a problem with the two other allied factions needing adjustments.
Like OKW, USF can just spam riflemen really, the RE got nerffed so many times there's no reason to make more than 1, and a mortar vs OKW is useless so its just utility vs OST. So both sides spam Volks/Riflemen, and OKW comes out on top usually as they not only get the best utility of a mainline infantry in the game, they don't have to run back to base to kit up and they can build their own green cover which is not available to USF without a doctrine. This all makes Volks a very competitive, and great infantry to use similiar to Conscripts except they get some great upgrades.
"Their received accuracy is so good". Eh, Riflemen and Cons get DOUBLE THE BONUSES IN RA compared to Volks. Volks have arguably the worst, or at least the 2nd worst veterancy bonuses to combat effectiveness. Maybe you're looking at the old vet bonuses from 2 years ago when Vetted Volks were beastly.
I agree that Rifles need an early game boost though, and I think sandbags should be available to all factions.
Less focus in Volks and more in factions overall. What i posted in some other similar thread.
OKW:
-Reduce starting mp from 340 to 290.
-SwS Trucks cost reduced by 25. From 100 to 75
Reason: when they removed OKW free tech thingies, they made SwS cost mp but they gave them 100mp extra to kick in with. The small buffs to SP (which could use some buff/adjust for late game) and nerfs to other factions early/mid game shock units made the comeback from this early game less likely.
-Non infiltration units can no longer upgrade weapons on enemy territory.
-Increase Volks sandbag build time.
-SP minesweeper package doesn't take a weapon slot.
-Flak HQ (T3) doesn't come with the flak gun active by default. Cost to build reduced to 1/3 of current cost. Only unlocks Obers + JPIV and call in tanks. Indecisive if KT (current performance) requires upgrade or not.
-Upgrade to unlock gun and units (PIV + PV) 2/3 of current cost.
Hetzer, Ostwind and Obers can arrive on a decent timing. Been able to field a TD doesn't take so long or cost so much.
USF:
RET
-Fighting positions cost reduce to 50/75mp. The difference in cost is given to the MG upgrade (now cost the difference in mp + muni)
Volley fire rework.
-Squad remains static during the duration of the ability (alternative walking speed)
-No longer receives +40% RA and -50% acc. Instead it deals -50%/-75% less damage. NOTE: if this leads to bugs, i guess we can go back to accuracy debuffs (but the problem with this is AoE suppression mechanics).
-INITIAL primary target receives a speed debuff to walking pace (see Cavalry Rifleman covering fire)
-Same ramp up suppression increase.
-REAL SMALL cost decrease on grenade upgrade.
Officers:
-No longer arrive with all 5 models when teching. After unlocking either LT/Cpt, the only model which respawns is the officer.
-Cost of both LT and Cpt tech reduced by 100mp.
Here comes the wild ideas.
Option 1:
LT and Cpt comes as a 1 model squad with the ability to "absorb/merge" any rifleman squad. If the squad has 5 models, they can MOMENTARILY become a 6 model squad. Veterancy may be lost on change.
Option 2:
Withdraw and refit. If a Rifleman squad has all their 5 models, they can be order to withdraw from battle for 200mp.
Reduce power boost from the shock value of early "free squad". You'll have to sit and reinforce to full if you want a fighting squad. On the other hand getting your tools as USF is more accessible if you don't plan on reinforcing to full either Officer or if you plan to instead levy it with your rifles.
The whack ideas comes from the situation on which you don't necessarily want SO MANY "main line" infantry units, specially if you want to use call in squads.
-Swap units from tech
Cpt: MG-M20-Stuart
LT: AT gun - Howie - AAHT
To be honest, i see issues with this combination and any other. But current combination doesn't make much sense whatsoever. LT is basically, AI inf, AI suppression, AI recon + mine, AI suppression vehicle with some anti light capabilities. Cpt is, gimmicky unit with AT support, AT gun, costly indirect fire, anti light tank with supportive AT abilities slight AI.
Major:
-Same approach as OKW. Reduce cost to 1/3. Unlocks Scott and call in tanks. 2/3 upgrade cost unlocks Sherman/Jackson.
TL;DR: nerf OKW early opening but adjust it to early-mid game transition. Give more options for mid/late game.
Make tools for USF more accessible. Reduce powerspike from free officers. Make using call in infantry as USF viable without losing squads.
If you don't like part of the list i hope you can agree with: OKW early mp presence and free officers issue. Need for some kind of mid tier for USF/OKW so we can make call in tanks more accessible but still requiring tech. 3 Tiers limits options.
As someone who plays all 5 factions, your suggestions sound great. Implementation wise will it be too much work? Especially the USF Officer thing, seems kinda complicated.
You know what i hate kids like you thinkign they are good E8 is a COMMADNER UNIT it should be like COMET it underperformes for a commander unit that gives you flamer throwers and loses smoke and when EVER you want 1v1
You seem to have some ridiculous notion that being in a commander means the unit NEEDs to be OP. The EZ8 is already a good tank, and the only reason your EZ8s under-perform is because YOU UNDER-PERFORM. Basically, you're bad at this game, and balance patches won't fix that.
Your balance opinion is basically worthless anyway. You will lose no matter what tank we give you, and you're going to blame it on the other side being OP, each and every time. You're consistently getting whooped despite using a statistically superior unit, and that just means you're bad at this game. An EZ8 losing in a tank fight vs a P4 is hilarious.
An EZ8 in a long range fight with a P4 needs an average of 39 seconds to kill the P4.
The P4 needs an average of 55 seconds to kill the EZ8. (41% longer time taken)
In a close range fight it's 34 seconds for the EZ8 to kill P4, but P4 needs 48 seconds to kill EZ8. (P4 needs 42% longer time to kill EZ8)
This is without even considering that the EZ8 has superb moving acc and the P4 gets a 50% penalty.
You are quite simply wrong and spouting falsehoods. Really watch any hans vid from prepatch and you will see the old armour was not "invulnerable". MG42 would win a straight up fight with vanilla UC so you needed to be careful with engaging them until tech and WASP.
But then by WASP he has MG42 inc rounds and 222 on top of faust, so it really wasn't as terrible as you make out. For reference old UC died quicker than the Wehr halftrack to small arms (FHT armour was 9, old UC was 10 but FHT had more health). I mean really if it was impossible to kill as you claim then we would have seen UKF building one maybe two every game... but they didn't. It had good armour for a light but you are overreacting.
If I had my way WASP and Vickers upon upgrade should be buffed to 9 armour and have the range nerf reverted, wehr FHT should also remain the same without any nerfs. It kind of sucks for the MP investment right now, which goes for a lot of UKF units really.
Yes, I totally meant that literally. Invulnerable means 100% invulnerability to small arms fire, just like medium tank armour. That's obviously what I meant when I wrote my previous post, because 10 Grenadier squads shooting for one hour at the UC wouldn't be able to even deal 1 damage to it.
Glad that clears things up.
The UC used to have only a 10% chance of being penned by rifles while needing 15 rifle shots to kill as a T0 unit. Means you needed an average of 150 rifle shots. MG42 at range has about 1.5 pen, which meant that 85% of shots would bounce. A full burst couldn't even deal 10% damage to the UC. It was indeed an oppressive unit for the timing it came out at. That is the exact same reason Kubel front armour was nerfed. Because T0 units with a very high % chance to deflect small arms fire and good anti-infantry capabilities are simply too effective in the early game.
In your own example you pointed out it had higher armour than T2 units which required fuel. In the T0 stage of the game, such high armour simply breaks game balance.
To be entirely fair it's not Volks that's making OKW early blob game strong but the fact that Sturm Pios are really good compared to every other faction's starting units.
It's hard to look at Volks vs other mainline infantry in a vacuum but maybe decreasing the price of Rifles and infantry sections to 270 manpower and 27 reinforce would help a lot in the long run.
Even if every faction had identical units with identical combat stats and build costs, some players will find a way to complain about "imbalances".
That said, STGs coming later would make sense, as would Rifles getting sandbags. STGs coming in T4 would be simply too ridiculous, and STGs can't compete with BARs so a tech cost would make them too terrible. A straight up price increase in muni might work. To people who complain about brain-dead upgrades - that's the case for every single mainline infantry unit/ Brens, BARs, doctrinal ppshes. Only Grens get a real option between G43s and LMG.
Reducing asymmetry might work as well. Reducing Riflemen Vet 3 bonuses and making them cheaper (260/26) might be a good way to give them more early game competitiveness while keeping their cost fair.
E8 still struggles to pen OKW p4 and OKW p4 is stock unit and dotn forget the support cuz normally E8 wants to go aggresive vs P4 and as OKW raketens mines snare waits you
Except that the stats prove EZ8 is massively superior in terms of penetration, has super high moving accuracy, and takes 5 tank shots to kill vs 4 tank shots to kill a p4. But yeah sure, you can let your bad play convince you of a different story.
Don't forget vehicle crew self-repairs as an advantage as well - the repair burden in the late game can get really bad for non-USF factions.