The Scout Car alone is the biggest problem OKW have, and in team games Maxim spam can equally be a serious problem. In the case of the latter, Wehr cannot defeat said Maxim spam fast enough for the OKW player to really be able to contribute anything. A horde of averagely-micro'd Maxims can punish an OKW far more than it should be able to for the amount of input it takes.
The biggest problems for OKW are, to summarize the above:
1) fact the Panzerfaust isn't unlocked once the 1st truck hits the field, but instead once the first truck is completely deployed (should be addressed)
2) fact the Indirect Fire unit (Leig) is locked behind tech, and only one of the two trucks as well (possibly could be addressed by placing it in HQ like the MG 34, maybe even still requiring tech, or maybe being T0 but with a higher upfront cost.) |
Sure lets's all use Pumas to kill late game ISU. Katitof said it so it must work.
Ele/JT are not a reliable ISU counter because of IL2 precision bombing + mark target coming in the same doctrine.
Pretty much this. Which is why Ele and JT are soft counters to the ISU, not hard. And more often than the other way around, Ele and JT are faaar more easily dealt with than an ISU. |
OP makes very good points and speaks from experience in higher tiers of gameplay. ISU is a huge bully in teamgames and its ability to wipe retreating vet3 full health squads at 70 range is absurdly frustrating, and as he also points out, requires next to 0 input from the player in terms of micro to pull it off. Let's not forget it nullifies its only logical counters as well, AT guns, thus forcing a player to pick Ele or JT just to have a CHANCE to counter it (doesn't guarantee jack.) A single T34 supporting that ISU-152 and you can bet your Heavy TD is getting rammed down its throat whenever it tries to engage said ISU, then donkey-punched by the rest of the Allied players' entire army.
Dropping standard HE range to 55 or 60 (I think AT guns are 60, right?) would help a lot with the incredible abuse an ISU can lay down without even being micromanaged. It doesn't necessarily have to be as low as 50, but it definitely is waay too long right now. This thing has no real counters that aren't buried deep in a doctrine, and even those are soft counters, there is no hard counter. It destroys pretty much everything available non-doctrine from Axis period. |
Here's how I see the issue of Tommies.
Pre-patch, the 5-man, Vet-3, double-Bren Tommy squad was nearly indestructible. The 4-man, Vet-0, no upgrade Tommy was balanced.
Post-patch, the 5-man, Vet-3, double-Bren Tommy is now balanced.
But the 4-man Vet-0, no upgrade Tommy is basically useless and the early game is grossly in favour of the Axis, so getting that improved squad tends to be difficult if you're being continually forced off the field.
It would be good to find a balance point where the upgrade paths for the Tommies offered less of a huge advantage, but the base starting squad is still a functional asset. This would require some carefully thought-out changes.
Here is what I think could work:
-Revert the 'cover bonus' change or improve SMLE's base accuracy.
-Reduce the effectiveness of Veterancy especially regarding squad survival.
-Increase the manpower upkeep of 5-man Tommy squads, and add a note about it in the upgrade tooltip. You sacrifice some additional manpower income to have 20% more health and 20% more firepower in all your squads.
-Possibly raise or lower the cost of the 5-man upgrade relative to these changes. We will need to see how they affect the unit to decide if modifying its cost needs to be done in either direction.
Ideally, we would be able to improve the starting squad's utility while reducing the ridiculous effectiveness of the maximum-upgrade/veterancy squad. Maybe none of my changes could be used at all, but that is what I think would be the most desirable outcome. And it's the end results that matter to me most of all. |
It's CODGUY everyone, move along. He thought Kubel was overpowered vs. Scout Car last patch. Now Grenadiers, who haven't been touched for years, are OP.
Next up: Wehrmacht Pioneers should be removed from the game because they defeated his Shock Troopers.
Do you know where the problem lies? |
a 0.875 DR reduction means rocket arty will be substantially affected along with all forms of indirect fire AND infantry... if heavies are the problem then nerf heavy performance against AT guns... NOT a DR reduction
a DR reduction makes all AT gun counters including infantry and rocket artillery... units that are supposed to counter AT guns... much less efficient against AT guns... and this is completely unacceptable as AT walls are SUPPOSED to be countered by infantry and indirect fire
Again, I don't think 0.875 would affect Rocket Artillery much if at all. The damage they deal and the radius of their AoE is quite good and it may have 0 effect; what does it matter if you deal 81 damage or 999 damage when your soldier has only 80 hitpoints?
And as to Infantry being worse against AT guns.. they need it. The 4-man AT guns are basically only 3 men, and against the blobs popular in 4v4 they don't stand a chance. The only AT guns that can survive are Soviet ones (that's plural since they can crew other faction's weapons and turn them into 6-men) and the Racketten.
Also, how would you nerf the Heavies against AT guns? The crew are target table type of just 'infantry', so any nerf to that would also affect every other infantry man in the game. It's not the gun itself that's the problem, its the scatter vs. the crew. Heavies are reliably two-shotting AT crews right now, and it's very unfair.
Nerfing Heavies such as through Scatter or Target Table will affect their performance against regular troops, which is not desirable. They finally have a good role right now being specialized against Infantry, but they are just too powerful against the really low-crew size AT guns. So there has to be a buff to all 4-man AT guns. That or some new target table created just for them and just reducing damage from Heavies. |
It's fine.
Comes out late, costs a lot, and has a small arc, but sets up fast and suppresses fast.
Tradeoffs. |
What i meant was before the JT nerf the JT had an advantage over the ISU since its range outdoes the ISUs support killing ability... rebuffing its range gives the JT an advantage over the ISU
Uhh if you think AT walls should be stronger and more viable then youre creating more cancer to this game... absolutely not
So the problems I see are that now that JT arrives later than ISU and deals 0 damage to Infantry, it should for no reason have the same range as ISU. It should therefore have either more range, or get damage vs. infantry (I would prefer more range for asymmetry - to keep the game interesting), because otherwise it's just going to remain a more expensive, later arriving, less versatile ISU.
As to the AT Gun wall, even with a damage reduction of 0.875x on only the 4-man teams, they're still going to be weaker in health than a Racketten gun wall (let alone a ZIS), and we all know that Rocket Artillery will continue to be the hard counter to AT gun walls. That will be unchanged by this. It is the proper counter right now and Racketten health is not high enough to survive Rocket Arty so this wouldn't be affected. It just might help with the super-rapid wipes that Heavy Tanks and Infantry have been able to do on these 4-man Gun crews, which was worsened very heavily by the most recent update. x0.875 may not even make enough of a difference. Hard to say without testing.
I’d agree that heavies are too good against AT guns, but giving them a flat 20% damage reduction would make them to resilient to indirect fire and infantry.
Why not just use target tables to tone down heavy tanks’s performance vs. AT guns?
AFAIK the problem is the target is the infantry crew on the AT gun, not the AT gun itself, and that's harder to distinguish apart from regular infantry. Another issue is that Heavy Tanks have also had their scatter greatly improved, so that attack-grounds are super precise and easily to manipulate against an AT gun crew (especially a very small one.) |
falls also need to be more pricey... and lose the panzerfaust... as of the moment theyre the only elite infantry with a snare AND they come with a nukenade AND crazy dps AND stealth... no unit... OST SOV UKF or USF holds such utility in one package
I don't think the Falls need to lose the Faust, they had it before the patch and it was fine then. However they were outclassed by nearly all other Elite Infantry, so that was their problem. The nukenade could be replaced by regular nade; nukenade from stealth can be a real bitch. Considering they're squishier than Obers I think they need to keep the Faust to help them against vehicles, which might chase them down and butcher them retreating otherwise.
the JT is quite dominant against SU-85 spam... the ISU-152 is the one that threatens the JT due to its ability to kill all supporting infantry at range 70... but the JT still outdoes it by outranging the ISU... this change makes the dynamic between them less uneven
So you like the suggestion then? (Not really super clear) because currently they have the same range and 'less uneven' implies it'd be a better dynamic. I think it would be a good change - ISU kills infantry at incredible ranges, and beats up most tanks, while Jagd is the only unit in the game able to really scare it off, but sacrifices all performance against infantry (atleast after its most recent nerf it sure does.)
(AT guns bad late game)
Totally agree, especially the smaller-crew ones paired with the new Heavy buff makes them really useless.
AT gun wall will always be vulnerable to artillery, which I'm fine with, even with the proposed change and they'd be more akin to the 5-6 man AT guns. Also, 4/0.875 is still only 4.57, not even the health of 5 men (and remember the 4 are generally more clustered up than larger AT guns too), so that kind of change isn't really enormous. Could even be made larger.
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Tiger is cheaper and more mobile, fires faster, and is more accurate vs. Infantry.
Plus the Commander you get him with gives you the Artillery Commander as an upgrade.
Tiger is generally overall much better. It might have less health but being faster and being able to be repaired faster gives it a bunch of advantages. Plus with veterancy that thing just slaughters infantry. King is too vulnerable with its low mobility, and very taxing to repair. |