Isn't this ability suppossed to show infantry units nearby without giving vision? |
Hi guys,
Long time lurker first time poster. Just wanted to express my opinion about the current state of balance and issues plaguing the game. Please feel free to add your opinion to any of my points:
Soviets:
- Not a whole lot can be said about soviets. They are the strongest Nation in 1v1 by a considerable margin. They have a diverse set of units and strategies that can be used. Units are extremely powerful and they have multple armor options. T-34 85, IS2, ISU, KV8
I think Ostheer takes this prize in 1v1s.
So yeah, they really commander dependant as their stock units aren't good or scale well (T4, cons, penals). Also the Is-2 misses half of it's shots and the KV-8 is nerfed into the ground.
- Zis3 barrage a bit too effective for price. Especially when combined with maxim. Perhaps increase price to 80 muns?
It can be easly dodged and if the gunner is killed the barrage stops. 60 ammo is perfect if you want to lay mines, throw molos and other goodies.
- Soviets do need a few issues addressed however. Balance is generally good. However i believe now too many people are exploiting the over performing nature of the MAXIM. It is extremely durable and difficult to dislodge added to the fact the soviets can merge and its combined suppression and damage makes it far too effective. Particularly vs OKW.
Balance is off, the core (non-doctrinal) soviet army has a hard time standing up against a well-lead german force due to the weak AT and infantry force.
Sov >>> OKW anyday. Just spam snipers --> guards --> isu-152 and GG. I do agree about the maxim is a pain in the ass, but keep in mind if you nerf it you need to adjust the core soviet infantry.
- I believe IS2 heavy tank has slightly too much Armor a little too difficult to penetrate
Actually from this and it's big health pool it has nothing else
- Shocks and guards need an armor nerf in the same way Obers have JAegers have and decrease incoming accuracy the same way in line with relic viewing the game.
Only Shocks have armor atm in the game. Guards drop like flies along with their guns. Obers and Jaegers are meant to be tough and require vehicle based counter.
- Partisans, no idea what this unit is really for. Has no real place in the game. Please give it a unique ability.
They are pretty good for laying surprise mines and flanking mgs, finishing off injured units for their cheap cost.
- ISU 152 sigh*
It's a retarded unit, OKW doesn't actually has a direct, affordable counter.
- Soviet sniper. I believe there has been enough discussion on this. So wont add to it.
Against Wehr it's not a big issue, but the OKW lacks any effective counter.
OH
Definitely has outstanding issues:
- Extremely susceptible to US infantry blobs and soviet Call in units.
Against US blobs, LMG grens and Mg-42s are perfect, later-on the Stug-e or a Tiger stops the blob.
Call-ins are a different story as it comes from the lack of any powerfull/affordable non-doctrinal unit,
- Grens and PGs desperately under performing vs US forces and to a slight extent vs soviets. They need some love. PGS need a desperate armor buff and grens need one too 4 man squad is already a huge detriment to have esp for demo charges and mines.
Grens with LMGs scale better and outperform rifles. If Relic would buff them they would Overperforming vs Soviets.
About the PGs, I agree they do need their armor back.
The only problem is the 1919 LMGs and the lack of US flexibility.
- OH T4 is none existent and not feasible at all. Too expensive and units are under performing or too expensive.
You are 100% correct. Dunno why Relic didn't address this.
- Flame HT, when will this ever be made viable or feasible ?
Same, it just non-exsistent anymore.
- MG42 needs a moderate damage buff and slight durability increase.
Mg-42s are fine, once they hit vet 2 they insta-pin squads and lock targets faster, the only problem is to get to vet 2. At vet 1 they can even counter light vehicles like the US Flak HT.
- Assault grens are virtually extinct something needs to be done to improve effectiveness.
They are usefull in early-game but do not scale well, that's the issue.
- 222 needs some attention. Comes out a bit late in its current state to be effective. Needs HP and damage increase.
It's already can survive a Zis shot, if well microed it's almost impossible to kill. Right now if you rush to T2 it comes out very fast and good against light vehicles and hunting down capping/retreating units, we don't need another puma like unit.
OKW
- Panther too expensive, lack of adequate counters vs blobbing and extremely susceptible early game
OKW's panther might need a 5-10 fuel decrease.
Against blobbing a kübel screened by volks or mg-34. Their early-game disadvantage comes from the broken Sov > OKW matchup, against USF they do well.
- Volks are pretty trashy. The problem is Cons can Oorah in close and the the long range advnatage is negated almost instantly.
Volks are cheaper (5mp), have 5 veterancy level, have free grenades, self-healing. They scale into the late-game (shrecks).
They are meant to conscripts: Defending points (sandbags), AT platform, meat shield and recrewing stuff.
- Early game suffers tremendously vs Soviets and US forces.
Against USF it's a game of skill, 3 volks --> 2 mg-34s --> puma provides the neccessary army to win the early game. Against Sov, I already done it.
- Flak HT is the same price as US AA track yet cant move, does less damage and has a 3 second set up time ? While US AA has a mobile 50 cal ? No idea what is going on here.
OKW's Flak HT is useless, don't build it. Let's hope it'll be changed.
Against the US AA you can rush out a Puma and kill easly.
- Make MG34 availabe as normal Unit.
That would make OKW way too powerfull.
US
Boy where do i start..
- Lack of options really. Rifles are simply too powerful and there is little need to deviate from spamming them. So why go for anything else? Add a m1919 and watch the enemy cry in fear. Add two, and well..its goodnight.
The problem USF doesn't have any other option than spamming rifles, thus making them predictable and easly counterable.
Rifles are one of the most expensive, worst-scaling stock infantry atm, if you didn't go for infantry company:
-Shittiest grenades.
-Very expensive upgrades.
-Even Lmg grens outperform them
-USF already suffers from MP bleed in late-game, rifles drop like flies.
- US AA, basically gamebreaking atm. Especially for OH. Mobile death factory.
It's hard to deal with(I might consider calling it OP), but you can always rush out a PAK/250 Ht with a shreck).
- Need at least one heavy armor option on a free to use commander.
True.
- Jeep call in to CP1
Agree, in the hands of a good player it's impossible to kill it atm this early.
Thanks
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If I go Rifle Company in a 1vs1, it's just pure Easy Eight spam when I hit 9 CPs. Why would you invest 90 fuel for T4 when all you really need are Easy Eights?
They're much more versatile than Jacksons and even have almost the same anti-tank effectiveness if you factor in their better survivability.
Anyway, to the point.
Light vehicles and infantry absolutely should not be tied to Tiers because there is no real reason for it. If the US Dodge was tied to Lieutenant, for example, it would never be built because AA Halftrack and M20 are much better options at that point. The Dodge is an early game vehicle like M3 and Kubel, it won't survive for more than 6-8 minutes.
However, the heavy hitting vehicles with big fuel prices should absolutely require teching to unlock, because at the moment it is far more efficient to just not go T3 as Wehr even and just save the resources for late game Tiger-spam. Same deal with other similar call-ins (ISU, IS-2, T-34/85, Easy Eight).
That said, they should be tied to tech in a way that does not reduce your options. As Soviets, for example, heavies should only require EITHER T3 or T4, and as Wehr I think the requirement should be just T3. That way you need at least some technology to get access to the more heavy-hitting call-ins, but the system does not restrict your options too much.
That's another solution, but about the Dodge. Just put into T0 when the doctrine is picked. |
commanders unlocking unit options in tech tiers sounds fine, as long as no existing units get replaced as it worked before.
It would obviously solve most of the issues regarding this problem and made balancing call-ins much easier. |
I have to agree with Cruzz on this one.
Double BARs will very barely beat LMG42s at long range. Not to even speak of the cost of upgrading two BARs compared to upgrading one LMG-42 per squad... My experience with Gren/Rifle balance is that Grens screw Rifles hard at long range: More so with the LMG-42. Most 2v2 maps favor long range combat and the same is true for about half the 1v1 map roster.
Anything less than a blob of duel equip LMG rifles will generally lose to an LMG-42 blob.
Pretty much nailed it, and there is always a vet Mg-42 ready to insta-pin the US blob if the grens can't stop them. US armor is too fragile to withstand the PAK's damange and range and can't do shit vs the Tiger.
Rifle's frag nades do shit as it takes ages to throw and more then 1 second to explode, so dealing with early-garrisons is pain in the ass.
So yeah: Either spam 1919s or get rifle company and pray. |
Adding all call-ins to building would make the game more fum and remove the call-in meta. No more retarded stuff like call-ins > tech and stock vehicles and the price difference.
Assault Grens into T1.
T-34-85 to T3.
Stug-e to T3. |
ISU is still pretty good but its not invincible. JT counters it pretty easily and to some extent so does the Ele.
Hans killed 2 the other day with a Puma.
Pumas are broken. Let's leave it to that. |
Great...more free wins for the USF noobs. |
Thanks to OnkelSam we have a very good and balanced map for 1v1 and 2v2 play. I think it would be very good to have a winter version of this map included in the automatch rotation. |
Good thread with good suggestions, it's lame how you can't select the angle of a strafe.
I remember once I called in a P-47 and the Tiger 1-shotted it without firing a single rocket. |