I just played a game vs SageoftheSix and neither of us built any buildings all game. The increase in tech cost, without any changes to call-on units, makes call-ons a lot more appealing.
For example. One SU-85 + Tier 4 = More fuel than 2xT34-85s. That's not even including the Tier 1 or 2 building as well. |
I think this patch should have been implemented over about 3 patches. All the ideas behind the patch are good but the changes are too sweeping and have gone over the top.
Slowing tech means call ins run the day (I just played SageoftheSix and neither of us built a building all game).
Cover is too important. Grenades too powerful. Everything dies ridiculously easily and 2v2 is absolute chaos.
I second the posters who questioned why the game was patched so slowly and deliberately to being almost perfect balance wise, only to make massive sweeping changes and undo it all. |
When you upgrade medics, either in the Base HQ or at a med bunker, all 3 medics are going to a single man to heal him (seemingly at the speed of one medic) and then moving to the next man and so forth. They used to spread between the squad. The current medics are VERY slow to heal damage squads because of this.
I've seen it in several games now, I think it happens universally.
I'm assuming it's a bug.
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@Rhaegal: The idea I outlined would still delay medium and heavy armour, but the cost was placed onto the building rather than the escalation, giving more options when it comes to skipping tiers.
@wooof: It's true you can't do that now, but that doesn't mean the change hasn't created other issues. Unless you go tier 2 and build an AT gun or a doctrine with Guards you will get destroyed by (newly improved) Scout Cars. Unless they decide to drive into range for an AT nade but winning shouldn't be determined by relying on your opponents mistakes.
I'm not necessarily advocating a reversion to the old system, I think there does need to be some sort of balance/adjustment to the current system with regard to the Scout Car. That's just my opinion based on the games I've played. |
@OZtheWiZard: The rifle nade has much longer range than the molotov though. Your idea about munitions cost is possibly a good solution, not necessarily nerfing anything but making the player prioritise more.
The ZiS will help deal with light vehicles but in 1v1 that means you can basically never go tier 1 or Scout Cars will obliterate you. |
Hi there,
There are a few issues I've found in the games I've played since the patch. Most of these are from 2v2 games but I've played a few 1v1 games as well.
Maxim: I feel this was a weapon that had issues pre-patch that were exaggerated by the patch.
The problem with the Maxim is that the Osteer's basic unit, the grenadier, has a built in counter to it. Whenever a grenadier encounters a Maxim, they can fire a rifle grenade which is almost always in range. The Maxim can't dodge and will almost always lose about 3 squad members prompting a retreat. The grenade changes have made this unit even more vulnerable in this sense and very difficult to use.
Soviet Tech Speed and Osteer Scout Car: The increased cost to Soviet tech structures has had (what I believe to be) an unintended effect on the games balance.
The Soviet's now have to wait 50 fuel longer to get a tier 3 or 4 unit out. The Osteer however, can get out a Scout Car only slightly later than they used to. In the past the Soviet player could get a T70 or SU-76 out fairly soon afterwards, maybe a few minutes, but now the Soviet player has to wait a long time before one of those units comes out, while the Scout Car has since been buffed.
This pressures the Soviet player to try and get AT grenades which further slows their tech and leaves them vulnerable to being out teched. If they don't the Scout Car is likely to take ground for the Osteer reducing the Soviet fuel income anyway. The Osteer player on the other hand gets Panzerfausts for free (in terms of fuel cost).
Osteer Building/Teching Cost Cost: The increase to the Osteer escalation costs was supposed to promote "strategic depth" but I feel that the building cost should be increased and the escalation cost should be left alone to do this. Presumably the cost was increased to promote the idea of skipping specific tiers similar to vCoH's Tier 3 blitz style play. However, given the cost of buildings is very low it's of almost no benefit to skip building any tier you've teched to. If the building cost instead of the escalation cost was increased then it would be viable to fast tech to certain tiers was avoiding others, which I think was the idea (I could be wrong though).
Pioneers: This has already been discussed a lot but I feel they need a slight nerf to their weapons.
Feel free to disagree, agree, and discuss my analysis. I'd like to know what the community thinks about the things I've mentioned above. Keep it civil people. |
Is this a steam wide issue, seems people on reddit are talking about steam having a spaz. Can someone confirm? |
Can I just ask, is anyone who DOESN'T have the beta, having this problem? |
Is there a stream of this for non-US viewers? |
Thread: Snipers16 Mar 2014, 20:01 PM
Scout cars aren't a joke. They run the early game vs Soviet tier 1 play.
Snipers could be nerfed a bit but reducing it to 1 man isn't the way to go.
I was thinking perhaps a 2 sniper hard cap for both factions, and not being able to garrison M3A1. |