It's not nearly as imbalanced as you make it out to be. First of all the difference between 200 and 300 munitions is very significant. Second of all the zeroing artillery is not as effective against moving units as you make it out to be.
Third: in several tests we conducted with AT Overwatch, mediums can lose about 50-80% and heavies (except JT) about 50% of their HP before they can exit the Overwatch circle as long as they keep being spotted.
AT Overwatch targets only vehicles, for 200 muni you'd expect to be deadly especially when rest of doctrine is lackluster. |
No it does not, you description of zeroing artillery is simply wrong.
Zeroing artillery's rate for fire becomes faster when the units stay inside the circle and one has vision on them. That is why it is ideal vs emplacements, provided one has LOS.
The abilities serve different purpose and have different cost. The comparison is rather flawed also.
Infantry dies instantly when shells start landing unless you move out
Emplacements cant escape and die eventually
Tanks also get destroyed if they stay and keep firing
300 munition cost
Axis heavy tanks get scratched a bit and mediums die after 40 seconds of standing still
200 munitions
Seems balanced. |
It was reworked so it would act as a force multiplier (to be used in synergy with a tank push or a defense) that is cheaper than skill planes but also does a bit less damage, rather than it doing massive damage on its own.
The video shows it does exactly that. If you had thrown in two SU-85s there, all those tanks would've been dead before they could exit the circle. TBH I think you also happened to get pretty bad RNG scatter in the test.
Zeroing arty is 100 (!) munitions more expensive and doesn't track as well so that's a pretty unfair comparison. It gives plenty of time to GTFO as opposed to the AT Overwatch which starts landing shells almost instantly. Overwatch also has a much broader circle.
Zeroing kills everything if you failed to GTFO instantly out of circle
Overwatch tickles tanks while they stay in circle and it only targets tanks
Cant say if you're dumb or biased here but it's again waste of munitions in a current state |
Penals cant be reworked because they are only viable mainline infantry Sov has.
If you want people making less Penals you need to ask "balance" team to seriously buff maxim making T2 viable and give Conscripts non-doctrinal upgrades to scale them into late game, whether it's PTRS, DP or PPSh does not really matter the point is - Conscripts and T2 combo is joke and as long as it remains so prepare to face Penals every game (which is exactly how Sov faction played since forever) |
Get
In
Close
Range
Sitting in cover at 10 meters is not close range. Sitting in cover is exactly what jaegers are designed to counter. Get in close range and the penals will annihilate the jaegers. If there are already volks and jaegers in cover waiting to ambush you then you need more than just blobbing penals to deal with them. You already let them get a superior position than you, that's why you are losing these engagements.
Close range so STG Volks make mincemeat out of your squads while you're running after a piss-cheap 250 MP JLIs that shit even on Obers at mid/long ranges while costing barely above Partisans?
Thats some next level tactical play mate |
With their current performance they need either 300-340 MP cost and CP2 requirement or removing garrison bonus accuracy and toning down crit to same HP percent Pathfinders have.
CP1 and 250 MP is absoutely retarded cost after buffs they received. At this point only trolls and wehraboos can argue with straight face that JLI are not broken |
Couple of JLI squads paired with Volksblob deal as much if not more damage than couple of Ober squads when focus firing at enemy.
Yeah a CP1 Ober squads that costs 250MP and can infiltrate... that sums up axis after commander rework - constant 5man gren blobs and JLI hordes. |
LeFH is not the problem, doctrine was okay balance wise until later iteration of commander revamp mod when buffed Sector Assault was added in, all the good stuff doctrine got was balanced by the fact it lacked offmap strike like Fortification doc, then this abomination was added in, this turned Overwatch in the purest and most broken form of cancer in team games.
Also no UKF commander got plane/recon ability combined with offmap (no sexton commander does not count), soviet combined arms is not viable due to lack of tanks which are must-have for team games. Only USF can deal with axis howies same way Wehr and OKW can deal with 152mm. |
I think Sector Assault should be strong but i agree with you that the ability comes too early. It should be available at 12 CP like all other plane attacks. 300 mun cost is also reasonable. An other option would be to increase the scatter of the bombs. The mod team changed that from 80 to 20 if i remember it correctly. An increase to 40 would do it too in combination with the higher CP requirements.
An other more drastic option: If the current problems cant be fixed the mod team should consider replacing sector assault with Wehrmacht's AT stuka loiter.
@Kirrik:
I will never understand why people like you think that 1 more OKW commander with howitzer will lead to howie spamming. If people want to build leFhs and dont have it in Overwatch they would just select Fortress commander and build it then.
BTW: Pls look at how many soviet commanders have the 152 mm howie in their load out. I havent seen soviet howie spams so far.
Reason you'll never see 152mm is Elefant+Recon+Dive commander as well as uncounterable OKW arty flares. Allies dont have such combos on their commanders or have them on unviable ones.
Overwatch IS broken because it has wayyyy too much packed into it, and the reason for that is wehraboo cries during 2v2 commander patch tournament stream. Commander was perfectly fine without Sector Assault. Adding it in and then buffing bomb scatter turning it into a combination of auto-targeting IL-2 bomb strike, IL-2 strafe run and IL-2 recon all in one for just 250muni is just a perfect reminder why you should never listen to wehraboos when it comes to balancing.
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Overwatch should've never had this ability back, fighting this commander is pure nightmare, JLI popping out of buldings behind your lines, goliaths, free flares and fatherland-buffed JLI blobs are bad enough, but howitzer spam along this ability bombing back your artillery is massive overkill. It was more or less balanced before this ability was returned and buffed to hell, now every teamgame is just OKW spamming broken Overwatch.
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