I think there are some units with questionable popcap.
Brits:
a; Sections. They go from 7 to 8 popcap with bolster. I think they should start with 6 and move to 7 like every other base mainline infantry. The squad size increase is not a unit flavor like cons or panzerfussies, it is a faction trait and shouldnt punish the faction.
b; Croc churchill. Compared to Tiger, IS2 and Kv2 it has one less popcap (20<->21). Maybe increase it to 21.
c; Sexton. While the sexton has 14 popcap the priest has 15. Either both 14 or both 15 popcap imo.
Okw:
a; Kingtiger. I dont think the unit warrants 23 popcap. Decrease to 22 like jagdtiger and isu. Maybe even 21 like tiger and is2.
Sov:
a; 120mm mortar. 10 popcap is way too high. I think 8 is reasonable. Then it has the same as pak howie, one more than leig and 2 more than any other mortar.
b; Kv1/kv8. 14 popcap for such durable units seems a little low. 15 or 16 should do fine.
c; Shocks: Have only 8 popcap while most other elite units have 9.
d; The sov officer has less popcap (7) than others (okw and brit one have 8)
Ost:
a; Brum: 14 popcap seems kinda low for such an heavy unit. Increase to 15 or 16.
b; Grens: Maybe it helps their performance to decrease the popcap to 6.
Usf:
a; Ranger: Have 10 popcap. Decrease to 9.
b; Scott: 10 popcap seems a little bit to low.
c; Calliope: 15 popcap is way more than any other rocket arty. If the HP nerf is done, there could be a popcap reduce.
d; Ez8: 14 popcap seems a little low.
e; Pershing: 19 is lower than croc and tiger. I think 20 is reasonable. Maybe add crew repair for compensation. Thats what holds the unit back the most. The hole faction is based around crew repairs and then you have to have 2 echelons just to repair your one tank.
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Can we have the VSL's new stg's to work more like semi auto instead full auto similar to Para's m1 carbines. It feels really weird to see the VSL's grens optimal range change based on weather the stg model is alive or not.
Can we nuke every squad member increase (Bolster/Cons/Vsl) and balance squads around weapons and weapon upgrades? These squad increases do nothing other than create balance issues. 7 Man Cons got nerfed 4(?) times in a row and even base cons get the nerf hammer now. Vsl Grens get nerfed and adjusted now. And Bolster is a problematic and trash design since i can remember. And on the other side Pfussiliers are trash (hyperbole) now, cause 5 man squads with their k98s are not competitive. |
That's the problem with the community. I would love to see an hybrid system, keeping the functionalities of the forums while having a voting system that highlights the "hottest" comments in a thread based in votes and timeframe.
If there's a will, ad hominem can be moderated. It's WAY MORE LIKELY that someone who is high ranked UNDERSTANDS the game that someone who is low ranked. This is not SC2 or CS:GO where you need high levels of physical input in order to perform well.
The same points you bring now has been brought in the past. This "fear" of hurting people's ego and gatekeeping is why you don't have quality discussions been done. You need some kind of filter so you have a more selected discussion been done while keeping it public so people can see. At the same time you give the space in the same forum but another sub section so everyone can discuss freely.
You could do the same AskHistorians does on Reddit. Create a solid rule set for discussions and ban/purge everyone who doesnt follow these rules.
There may be a correlation between rank and game knowledge, but there is no causality. Its not like high rank=good balance suggestion, lower rank=worse suggestion, lowest rank=trash suggestion. So its completely worthless to sort people by rank. |
Suggestions/feedback have been given directly to the mod team, now and in the past.
The reason most top level players don't want to discuss in the forums has been given time and time again. Cause we follow a politic of allowing anyone to provide their own feedback regardless of how poor it is, it feels pointless trying to engage in any kind of discussion when the view points are completely different and you don't receive an answer with the same kind of though and effort behind it.
Even asking the minimum of showing a playercard has been deemed as too elitist and gatekeeping.
Playercard will just lead to ad hominem. Oh you are rank 500 and im rank 100 so my points are more valid. And i dont see why a rank 2000 4vs4 player cant come up with good points, if they use competitive play and statistics.
About radio silence:
The first step would be to nerf some minor things like cooldown, uptime and cost. Afterwards you can assert if this was enough or if you have to completely change/remove the mechanic itself with the upcoming balance patch. |
No more defensive bonus. -20%(ish cause it's more than that amount) dps from 0-6, and -20%(again ish) from 27-35 and only 7-11% dps increase in the middle for 3-4 units of range from the special model. Kinda feels like they are dead now.
I guess all hail Sanders who is the greatest Balance Guru who thinks this is very small apparently.
This upgrade isnt about dmg its mostly about survivability. You have a, more models compared to stock grens and pgrens and b, decent defensive stats (0,91 target size, 20%dmg reduction). If you want far/close range dps you have to go for lmg/g43 grens. Or you can go for the Jaeger Comand Squad. Current 5man grens are overpowered and needed some sort of nerf. Now this upgrade just transforms grens into a better version of volks. |
I don't know if this was discussed somewhere already but I do think the reason Penals with PTRS scale so badly into the late game is quite obvious.
Other infantry units with AT weapons get better in accuracy and received accuracy with vetting. This means Shreks/Bazookas/Piats will hit better while the soldiers get less damage by incoming fire themselves.
Penals on the other hand trade Vet received accuracy bonus versus accuracy bonus, resulting in a huge accuracy bonus but only a small received accuracy bonus once they are Vet3.
Guess what: Since PTRS trades damage and penetration versus accuracy by itself the whole Vet accuracy bonus means absolutely nothing for PTRS shooting at vehicles. Vet0 Penals with PTRS in winter patch version hit every vehicle at axis roster at every range automatically (at live version they have a 16% chance to miss a Kubel at long range). 60% veterancy accuracy bonus completely down the drain in AT combat.
The Vet1 ability "To the last man" is no exception to this. While the whole cooldown bonus is only about 0.1 seconds cooldown reduction when 5 man are dead the 20% accuracy bonus with 5 man dead is wasted versus vehicles again. So the only good thing about the ability in AT combat is the 3% received accuracy bonus per man dead (but most tanks will ignore that with main gun AOE nevertheless).
So the whole Veterancy concept of Penals is centered about getting better in AI combat. But with upgraded PTRS they are not great at AI alltogether. That is a strange concept. Shouldn't they get something like a PTRS vet penetration or damage bonus to scale in AT performance?
This gets adjusted in the balance mod. They get more rec acc at vet 3 for less acc. After this change they (623 effective HP) outperform both Echelon/Pfussies (519 effective HP) and Pgrens (561 effective HP). Only Rangers and Paratroopers have more. On top of that they have 6 models, so they can survive arty and tank shells more easily than lower sized squads.
The major difference is how ptrs work compared to other at weapons. While shrecks/zooks/piats have high burst dmg, penals need to continuously shoot at their target. This results in 2 problems. 1. Penals cant shoot->go back->shoot again. So they are more likely to be in dangerous positions. 2. While high burst dmg combined with other at can kill one target, the same scenario with ptrs could result in an escaping vehicle with 40 HP. But buffing their rec acc even more doesnt do anything than cripple ai penals more at vet 3.
Well, Guards get +10% penetration on PTRS with vet, if PTRS penals will not be cutting it, I don't see why we couldn't add that to them as well, its not like PTRS murders meds anyway, regardless of how rabid theorycrafters make them seem on paper.
This could work, but 10% is bulletin meme lvl. Thats 7 more far penetration. So vs a P4 you penetrate with 42% chance instead of 38%. Maybe the best solution is to nerf ptrs dmg against infantry to 0, while giving them penetration and dmg buffs on vet 3. |
Luft:
Fall back in being a infiltration unit instead of airdropped one.
Fire storm:
MP-40 VG a separate unit instead of upgrade.
incendiary round replaced by a Mortar that can fire incendiary rounds flamer merged here.
Fortress
redesign as defensive artillery zeroing artillery cp lower/mu cost lowered/area changed power level reduced.
I agree about Falls. Their design now is just dumb. A move and press valiant assault. And the only reason to go Falls over Obers is that Falls come earlier. The playsytle is identical. Just make Falls 5man with weapons like commandos or storm. And adjust valiant assault to something fun and not i click button=i win.
Other things about Okw:
1. IR Stg: They are inferior to lmgs and wierd to use. Maybe make them a separate call-in unit with 5 cp and 5 Man and adjust their dps to current lvl.
2. Maybe think about Sturmtiger in elite armor. It doesnt synergise with heat shells or panzer commander.
3. The heavy bunker with repair upgrade could be nice to have for fortification doc.
4. Pfussie with shrecks seems kinda underwhelming. Maybe give them teller mines.
5. The sturm officier has two worthless abilities. Mark target got nerfed too much and the force retreat shouldnt buff other units. And maybe you could swap vet 2 with 4. They bleed way too hard with 5 man and no rec acc. |
That is incorrect.
There is just as many top players thinking grens are bad as the ones who think they are fine and alternatives are OP. I've already posted a proof of that earlier.
This https://cdn.discordapp.com/attachments/755001703748599869/791604775682572318/image0.png ?
I do the math for you, cause it seems you have some problems with it.
Option 1 is: I strongly agree that base grens are weak and not viable: 7 Votes
Option 2 and 3: I agree that base grens are weak and Osttruppen/5 Man too good: 6 Votes
Option 3: Base grens are weak, but the bigger problem are their alternatives: 6 Votes
Option 4: Base grens are fine: 4 Votes
So your source says that 4/23(17%) of the voters (competitive 1vs1 player) think that base grens are fine. Very impressive. That source wont prove your point mate. |
I mean.....they are so powerful that the only inf squad with better AI are Obers or Paratroopers. Even Shocks/Rangers are in trouble vs Falls. They literally have 4 BAR-like weapons.
They have barely more effective HP than volks at vet 3 and lose 25% dmg per model. Both these things cripple them even with their incredible dmg profile. They get to terminator lvl with valiant assault, but this ability is retarded anyway and should be adjusted.
I rather have 5man Falls with similar weapon profile and playstyle as commandos or stormtroopers instead of this a move dmg blob unit. |
I'll answer you both at the same time as it's the same theme. UKF early game I've complained about aplenty, so we'll see how the nerfs to their early game change things.
Ost MG42 is part of a larger problem imho where the MG42 is too good, but has to be because grens are a weak unit. So ppl will try to spam them out in that 2xpio, 2xmg42 build. 3 x mg42 + mortars is very obnoxious to play against, esp if they have an OKW teammate who'll just outman your ass.
1. I even have volks behind sandbags (serious) on the fuel but really it's very easy to outshoot someone who's out of range to shoot back and sandbags aren't perfect cover very often (leading to that one man to be suppressed and they can walk up to you with a flame engineer or cons).
2. You're assuming they aren't of comparable skill and with a plan in mind & options to deal with contingencies. The flank is already covered by a maxim or a teammate MG and often mined too. Sweeper SP can't be everywhere.
Like I said earlier, it IS counterable but it's absolutely mind numbing to play against, nvm the 'skill' required to counter this is astronomically higher than the requirement to play it. I have countered it many times, even decrewing 4 mgs as part of a coordinated push with a lane partner. The game doesn't need more incentives for this kinda playstyle.
PS: And yes Gbem is right, OKW's anti-MG tools are rather lacking. Hence Feuersturm shows up so much for that smoke on the mainline which would be OP normally.
I think both things could have been adjusted with one change: Stock mp40 on volks. The upgrade has a clear dps curve. You can beat rifle, is and cons close range. With the stgs you have a narrow window, where you can beat unupgraded squads midrange. After that they are running meatshields who can snare. On the other side the smoke gives okw a stock (beside leig in bg) unit, which can help vs mg (spam). You have to adjust mp40 smoke probably (longer cd), but i think this would give volks more flavor. |