Do they? I wasnt aware that Axis got any damage reduction vs satchel charges... Though 20% reduction doesnt actually stop a satchel charge oneshotting infantry most of the time, except closing in at max range, since they have 240 damage base (Soviet ones apparently do 340 for whatever reason) |
Trying to understand your argumentation: If it is even at arranged teams with players that understand their faction, random allied players seem to understand their faction less than random axis players. If we assume that allied players aren't more dumb than axis players on average this leads to the conclusion that allied factions are harder to understand.
Game is not balanced if one faction is harder to understand than the other. For me that is the basic conclusion out of your sentence.
I'm not sure I agree.
A faction being a little harder to grasp, but having the same power-level as other factions isnt what I'd called "imbalanced". Axis and Allies apparently have a similar winrate assuming both sides understand how to play, this is fine and good.
There's simply no sense in trying to balance around players who do not understand the game/their faction.
Communication covers holes and gaps equally for both sides but doesn't make the game more balanced on itself.
Then how do you explain arranged vs arranged teams having close winrates? |
Big idea of this changes was to give units without unique visuals their own style. There are still some units, which can get some attention, but regular grens are not in this list right now due to they already have unique visuals.
Speaking about assgrens model, as you can see, it has MP 40/StG 44 ammopacks instead of Kar98k, that was one of the reasons, why they got this model.
That’s why just replacing grens model with this one is not what i like tbh
I don’t know, that was made in my free time without any request. Anyway, that’s just texture, not finished skin
The gren model itself is fine, I think. Perhaps changing the trousers to the same feldgrau as the shirt under the jacket would be enough to make them look a little less daft?
Most other OST units have a two-tone scheme in that fashion. |
Then you decribe yourself that the game isn't balanced but strong team communication overcomes it. The "don't play random" doesn't work as a counter argument but as a workaround to the imbalanced state of the game.
This is a bit of a misunderstanding.
He's talking about 4v4 arranged teams, where BOTH teams are communicating. This levels the playing field.
It isnt a case of communication covering holes, it's a case of having players on both teams who know how their factions actually work, which results in games being reasonably well balanced. Random matchmaking just has too many retards in it to draw any real conclusions, Aerafield described the reason why allies have lower winrates in his post. |
It can lay stock schu mines. It only needs a doctrine pick for the riegel mines.
Schu mines don't oneshot lights, though. |
You can have anything you want in the tournament mode. Many people are not interested in the sterile vacuum you want it to be.
The "Tournament Mode" is automatch.
The game doesn't become "Sterile" because there aren't random criticals. Is that seriously the only thing you enjoy about the game? |
Disagree. They're fun mechanics from perspectives other than L33T gamers. I say leave them in as options for custom games if they're so terrible.
You can have whatever you want in custom games, but they have absolutely no place in automatch. |
+ major with only three men
Assault Officer with vet0 or vet1 and Infiltration commandos emerging at a building (three men)
Infiltration commandoes absolutely does not count. They're a five man squad that just needs reinforcing, not a three man squad. |
I think that the Sniper Nerf is quite a novel way to deal with them, though I might suggest the sight nerfs be reverted. Being slowed significantly after firing should be enough to make them not "self-sufficient", but the combination of both nerfs may be a little much.
I'm willing to wait and see how it plays out in practice though, perhaps I'm overestimating the impact of this. |
The rifle grenade is stupid as hell and I really wish people would stop using the 4 man squad it's attached to as an excuse for it being the way it is. As a quick aside, smaller squad sizes have advantages of their own over larger ones in that they bleed less, they have more firepower concentrated in single models (grens and infantry sections in buildings will always be better than something like cons because they can make better use of a smaller number of windows, i.e. grens firing out of a 3-window building (by far the most common kind) will do more DPS than cons) and they don't have as many morons standing out of cover.
Because of the rifle grenades range, flanking is much easier as you don't have to close a large distance and and risk taking as much fire to use it. It also makes it far less conspicuous. If you see a rifleman or volk rushing up to your squad, you know it's probably going to use a grenade. It's not as obvious with the rifle grenade since such telegraphs are never given.
Furthermore, the kneeling animation is far less obvious than an overhanded throw animation that is present in standard grenades. Also, the rifle grenade explodes immediately on impact, whereas all other ballistic grenades have a big fat orange countdown that gives you even more time to react.
All of this is not even taking into account how often the warning que for rifle nades bugs out.
Simply put, this ability is way too good, especially as something that comes free with tech, and should be replaced with a regular grenade like everyone else or cost more, either via research investment or muni use.
The rifle grenade explodes on impact because it takes longer to fire, flies much slower through the air, has a much smaller AOE, and has a minimum range when compared to a "regular" grenade. If you're reacting to the orange timer on a grenade it is already too late.
The only issue is the bugged grenade callouts. |