Of course it is small change and wont help much during their phase, but it is still a small nerf to army composition.
The next to look at is their moving accuracy. Because of their speed and target size, no harm decreasing them. |
The problem is that now the best strategy is to get a heavy tank narrowing the number of commanders used.
It more a diversity issue than balance issue. Either this vehicles become stock or they should become less attractive.
Imo make Axis T4 units come back to life, then they no need to fall back to Tiger always.
Sov could ignore IS2 and go for KV1 KV8 ISU, no problem
Ukf can go for Croc or not, no problem
I dont think Allies part have changed.
Only IS2 is too sweet now with the shortened timing and realisation Axis have little counter. |
There is debate about Allies strong LV phase.
Perhaps we should start by increasing their pop cap +1?
T70 - 6
Luch - 6
FHT - 6
Puma - 7
222 - 4
Stuart - 6
M8 - 6
AEC - 6 |
In the mid-late, a snared tank is usually a dead tank.
In the light vehicle phase, Ostheer has no light tank hunter. That means they usually rely on PGrens and Pak 40s to take out light vehicles.
Engine damaged light vehicles can still outrun AT guns, making it pretty difficult for Ost to finish them off without a lucky teller.
In this case, tone down the LV. Maybe increase the vet requirements.
Or decrease their moving accuracy due to their speed. I dont see why Luch is 0.3 while Allies range from 0.5 to 0.75
A snared tank can still make it out. A critical engine on top is a dead sentence against 60Td. I mean it is also harder to get snared if you stay further away.
Double snared is simply bad for Axis, especially Wehr. |
Heavy tank stalling went out the window with introducing tech cost...CP change and AOE buffs is what creates the issues.
The AOE buffs help Tiger/Axis most.
Affording a Tiger before a P4, helps Axis stay in the games better.
Reverting AOE makes Axis suffer more
I think the issues being mid-late games, Axis do struggle dealing with Allies infantry supported by 60Td.
Anyway, it is either rush a P4 and call in a heavy later
Or stall for Tiger and supplement with P4 later.
I dont think it is that bad? |
Oh, definitely. The current system is an enormous improvement over what came before it.
A potentially novel solution:
The T-34's Ram ability has a mechanic where, if the target already has Engine Damage, it inflicts Engine Destroyed.
What if we extend this mechanic to normal snares? If you snare a vehicle that's already Engine Damaged, you inflict Engine Destroyed. (or a less extreme crit like Engine Overheated or Crew Shock).
That'd add a significant weakness to overreliance on a single vehicle: a planned ambush or infantry flank can mobility kill it, allowing you to fight it with anti-tank guns.
It'd also really help Ost in early-mid against lights.
How would this help Ost? If anything, it makes Ost even trickier late game
The anonying allies LV are characterised by how hard for Ost to hit them under a good player. Faust is worse snare imo, because of long load times and line of sight.
In mid-late games, Ost vehicles need more active invovlement. Putting additional status is a negative. |
All of which has nothing to do with his point that the there isn't any conclusions that can be made from the tournament data. Most of the comments on this thread have been from people who have their preconceived ideas, grab a piece of data and then claim the piece of data proves their theory. If I felt like trolling, I'd point out that the four finalists won 86% of their games as OST, and since 86%>>50%, OST needs immediate nerfs.
My god...talk about tucking at strings... |
4v4 resoruces, encourage me to take more risk.
In 2v2, besides costly teching to T4, i try not to stay too long when chasing in with panther.
In 4v4, i can wait for 2 shots off the panther, and my team mates support to follow up. Double micro panthers, 4 shots, bam 640Hp gone. Working as intended for their costs and the added micro required.
It is why my 2v2, killing 60TD is not as easy as by looking at their plain stats.
A double teamed 60TD meanwhile, with their range advantage works as much for 2v2 as well as 4v4. Being more oppressive at 2v2 from smaller resources and map sizes. 4 concentrated snipe shots from 60Tds, bam 640Hp gone.
And this is at vet0.
At higher vet, 60Td gap widens in greater values |
Not only that, wafer needs more predictive skills to hit infantry.
Katty just needs to saturate the area.
Katty does more damage to tech structures too, no?
The problem with wehr t4, it is not cost effective and needs more micro.
I always rushing for wafer if allies team decide to dig in. Sov 6 man maxim and mortar are terrific when aided by usf, to dig in.
Wehr doenst really have good counter arty against static allies play. |
Well, when my Ost win rate magically halfs since the last patch (and I used to be 2v2 top 10 every now and then) and I see a win rate of roughly a third of the Ost games played in the tournament it prooves enough for me.
Problem is simply that Soviet heavies and large weapon crews can not be countered by German T4. The artillery is inadequate and the tanks are mediocre. Brummbär was nerfed too hard because it isn't allowed to coutner AT guns (while KV-8s, ISUs etc. are allowed to). The infantry is worse since it's 4 men. So you have the short stick in almost every relevant regard with Ostheer.
Same thing happened to me.
Low level player here.
But my 2v2 ranks definitely see a drop from, within top 1000 to outside 1000.
Wehr is definitely having a short end stick for all bands of players.
Despite i have studyed more top level replays and competitions.
My 4v4 games are much better though thanks to the studies |