Great initiative. Eager to see how the patch unfolds and what better way than via spectating a great tourney. Kudos AE |
Vetted SU85 is faster than Jackson, do I need to say more?
No matter how much veterancy you slap onto SU85, it will grow no turret. |
Guards -> I have absolutely no clue.
Stormtroopers. You can use camo to approach Guards if they defend behind cover or lay an ambush yourself. Also rockets. |
I would rather see 221 reintroduced as an early counter to sniper and cars and 222 redesigned a tougher soft counter to light tank (maybe having AP rounds as a timed ability).
Wehrmacht has the easiest time countering sniper of all factions, so I don't think there is any need to implement 221 for this purpose.
Additionally you can fight T70 to great effect with 2x222. It is a bit more micro heavy, but you can have 2x222 even before the enemy has his T70 so it can be done. |
I made a thread suggesting doing just that (giving all vehicles a penetration spike at point blank range), but it's a far-reaching change unlikely to get tested in a patch.
Knocking 160 HP off two heavy tanks is a much more minor edit that's very easy to implement.
I know, I really liked your vehicle point-blank idea. I still think that by changing only the heaviest tanks HP, the main reason of vehicle balance problem isn't touched, which is the Medium-Panther-TD dynamic. Medium tanks are so bad against Panthers, that TDs have to be too good to compensate for what medium tanks lack. Instead of simply supporting tanks in AT fights, TDs take the bulk of the fight. Changing this dynamic and making TDs less frustrating to fight against while maintaining the game balance would require changes that are probably too severe at this stage of the game life. |
Falls had to lose the faust anyway.
They're a cloaking ambush unit with high close range DPS and a frag grenade. That means their only hard counter is vehicles.
Giving them a faust meant their only hard counter was medium vehicles, which was insane on a CP2 unit.
Isn't this why they were CP3 infantry before rework? You could only reasonably fit 1 squad of Falls in your roster (unless you were wiped) and a single Falls squad pre-rework could not win vs 2 mainlines even when ambushed, so they could keep the faust because they weren't that OP and could be fought with infantry. They used to reward you by using them as ambush unit. Now as you can fit more of them in your army and they had their DPS increased, people A-move blob them (not anymore due to Grand Offensive Tiger meta in 2v2+). Their close range DPS was lower than that of PG and it was going down significantly with every model lost. Their current design is very weird not as unique. |
The Panther is a cost-effective counter to heavy tanks.
It's specifically the IS-2 it can't handle, and that's because the IS-2 can take an extra hit.
Bring the IS-2 and Tiger in line with the Pershing and you fix that without making them unviable units.
Unless anyone wants to claim the Pershing is bad?
Go a bit further. Increase the close pen of all mediums to 180 and increase the reload of everything that isn't medium tank by 1s. This way the heavy tanks don't suffer too low TTK from TDs and other heavies and mediums can actually pen when they should. I just watched a game in which M4A3 AP round sherman bounced point blank 3 shots vs panther with destroyed engine when it was 1 shot from death. Sherman died and Panther survived. No shit people spam TDs in everything that is 2v2 and up. |
All the falls ever really needed was maybe reinforcement cost reduction to 32/model, but due to other doctrines being more meta, Falls got buffed to the level at which they had to lose the faust to maintain some sort of weakness. They are not obers, but they are not that far off. |
What Lago suggests is a good idea. Now if only TDs didn't have to overcompensate for medium tanks inability to fight panthers... Imho current comet design is 100 times better than that of a panther. |
If the enemy is ahead of you economy wise, it's usually caused by sub-optimal combat performance that translates into map control. You could have the same number of the same troops as the enemy and still fall behind economy wise if you don't take the right engagements. You can exercise your engagement quality by playing some 1v1 or 2v2 games. You can also learn from top rank games via ingame feature for spectators.
Of course 1v1 and 2v2 experience doesn't fully translate into 3v3 and 4v4. In large teamgames your build order and army composition need to be perfectly matched to the situation and terrain, meanwhile in 1v1 you can just go 4 Cons in 95% cases. You should always know why you are building the units that you're building.
Good early game can improve your midgame and snowball your advantage if you play it right. Both the cover mechanic and a larger army can help you win engagements easier. For example, shitty squads in green cover beat elite squads when they are out of cover, also 2 squads win vs 1 similar squad significantly faster and with lower losses. Large teamgames heavily punish retreating squads due to the long distances, this lowers your field presence and translates into lesser map control. Additionally, there are caches that you can build, but this is only really going to improve the lategame. In the early/midgame, it's ususally more efficient to invest MP into squads to just take the point from your enemy. Him not having a point vs you having it is 2x the resource difference. For example, let's assume you and your enemy are both at 26FU income, if you take his FU point, suddenly you earn 33FU and he earns 19FU - this is 14FU difference per minute which is the equivalent of almost 5 fuel caches. If you lose your fuel to the enemy for just 5 minutes without repaying him dearly, you are putting yourself in resource disadvantage.
Once you adjust your build order to the enemy and your surroundings you should be able to improve your resource control and be in the lead.
Last but not least, flanking is super important. You can help your teammates immensely by going behind some enemy forces, forcing them to retreat now, or suffer wipes on retreat later. Sadly, not all maps are good for flanking, which dumbs down the game to frontal stalemate, therefore you should adjust your vetos based on your preferences. |