This thread is pretty toxic but I'll think critically here and if I'm wrong call me out, idc its my own view/take on it.
My opinion:
The MG 42 just suppresses/pins rly fast while doing decent damage and having a super wide arc. Throw pios with their increased view range in the mix and you have a wall of lead that cant be passed until you get enough for tech or have to waste MP on a mortar that may or may not smoke b/c of a bug.
IMO the only factions that lacks clear ways of clearing MG42s is simply brits. Americans have light counters with the mortar buff being decent but still lacking as USF smoke nades are still locked to REs and tech units. Soviets Maxim simply has the issue of the pay wall of T2, make of that what you will.
There are many ways to approach this but in our current build it is in-fact, had to deal with MG42s in many cases while play USF, and brits. This can be narrowed down to their tech structure but also in their lack of tools to deal with heavy MG42 builds and or emplaced-positions.
That probably makes sense for team games, but not for 1v1. It doesn't seem possible to balance the game for all game modes. |
LOL Grens beat the hell out of Riflemen and Infantry Sections all the time. Wehrmacht's T1 techining is almost immediate. Try again.
That actually just means you suck at this game, and everyone you play against is better than you - that's why your squads get the hell beaten out of them. My Riflemen and IS dominate Grens easily when matched against similar ranked opponents.
For what it's worth though I actually do agree with putting all hmgs in T1. HMGs in general come out before you even have enough squads to flank them with. |
The whole point of that is to make it weak to flanks due to its high frontal armor and HP, its a 'wall' and should be treated as such, therefore should be weak to med tank flanks.
It's horrendous accel/decel already makes it very weak to medium tank flanks. I've killed KTs from similar ranked opponents with 2 medium tanks. The turret traverse can't even keep up with infantry squads walking laterally.
I think the problem with the KT is that it's pretty much worthless in 1 v 1 but viable in team games when players can adequately support the KT.
If you need 30+ pop of escorts for a 26 pop cap unit, you will barely have enough army left to even contest a 2nd VP. An army of mediums can fluidly apply pressure all over the map, whereas the KT is stuck to pretty much that same point for the next 10 minutes. |
All heavy tanks should be resistant to faust because its ridiculus that 25muni can "kill" your kingtiger
A better threshold for heavy tanks would be nice, but full immunity seems a bit too much. |
KT is one of the most consistent tanks in the game, park it around a VP somewhere and just watch it munch up inf while zooks and med tank rounds ping off. It's incredibly consistent at those two things so there's no issue here for me.
The changes I would like to see would be quicker vet, but as a counter balance if one of your trucks is destroyed you can't call it in. If you make a good push to destroy an flak truck on his cutoff I shouldn't have to cope with an Instant call in KT to give him a fightback.
The whole idea of setting up trucks on the map should be risk vs reward, KT should be a part of that.
Having one of the worst scatter values in the game makes it statistically one of the least consistent.
Armour isn't even consistency. Armour is a static number, the targeting weapon is the one which we evaluate for consistency. A 200pen weapon gives great reliability across most armour ranges, whereas an 80pen weapon is horribly inconsistent at penetrating even mediums. |
Going to ignore KT having more HP and 50% better dmg?
Going to ignore KT having the worst turret rotation in the game and atrocious accel/decel stats? |
Brits were cancerous for so long, it's nice to have one season/patch without them. Definitely agree that they're bad right now, but I'm happy to have 4 playable, competitive factions and the less Brit cancer the better.
I would remove emplacements and give Brits an infantry support gun like OKW, along with some way to get snares if I wanted to fix the faction. But I'm happy to see Brits languish - this patch is the most balanced the game has been for many years, and a resurgence for the Brits could threaten that. |
Anti tank package as an upgrade to Infantry Sections.
Package contains two Boys AT rifles and unlocks the anti tank grenade ability. Locks the use of medical kits or pyrotechnic kit.
That’s my vote.
I like this idea a lot, think it's the best one out there atm.
While we're at it, just remove the gardening emplacements from the game and give Brits an ISG equivalent, and Brits would be a complete and playable faction.
Win or lose, I hate playing with or playing against emplacements. |
Copy pasted into this comment for your convenience:
Just look at the stats.
Commando bren stats weren't touched by the latest patch.
Commando brens are insanely strong.
Commandos with double brens are insanely strong at max range because they have, as vipper pointed out, similar dps to obers even considering the fact that the stens basically do nothing at that range.
To that end, commandos with brens have similar dps to obers at max, but the commandos lose dps slower with model loss than obers do.
Anyway, given that you're still under the impression that vet 3 grens pack just as much of a punch at range as double bren commandos even though multiple users have said and proven otherwise with evidence, I'll just stop right now.
Your evidence goes against his pre-held notions about balance. You'd better stop oppressing him with opinions other than "Axis OP"! |
If people think call-ins are the problem, maybe Pumas can be built from T2 building? |