I'm not sure there is a single poster here that disagrees elchino. I can only imagine there is some stalwart member of the Relic dev team that is SURE this is a TOTALLY cool mechanic. |
I think a major problem comes from the OPness of Axis hand-held AT, mainly shreks when used in blobs. And also explains why people like ISU (and to lesser extend IS-2) so much. They are the only Allied armor that can reliable scare away Shrek blobs.
This is a huge factor and one of the reasons I was disappointed by the USF faction. Before WFA was released I was very excited for bazookas as I was sure Relic was smart enough to make USF a complementary army to Soviets that would provide the scaling infantry and handheld AT that SU lacked. This would have eliminated the monopoly that shreks held in infantry presence with strong anti-tank firepower. Instead of making armies complementary Relic decides to give them the same army characteristics and weaknesses of SU: a mobile army of average, mid range infantry that uses early vehicles to compensate for the lack of late game non-doctrinal heavy armor. Not only that but Relic insisted on both OH and OKW playing similar: defensive factions relying on elite infantry and support weapons with late game superheavy armor. The ball-dropping and lost opportunity to diversify the team factions mystifies me to this day.
Sorry for the tangent, but as armatak mentioned a lot of game flow is based on shreks. OH PGrens are deadly but expensive and specialized enough to be balanced. The ubiquitous Volk shrek blob is neither expensive nor specialized, but still dangerous to armor and guaranteed to be on the field. This AT field presence allows Axis factions to lose tanks mid-game without fear of counterattack by Allied tanks. Conversely if Allies lost their first armor they can be largely routed from the map by a single P4. Of course all factions have access to AT guns, but the shrek blob is a potent, easy to use game mechanic that Allies have no equivalent.
I don't see shrek proliferation ever being reduced, but at the very least it would be nice if Volks didn't instantly get vet 5 after a couple shrek shots at vehicles. |
Being a glutton for punishment I play the majority of my team games on the Allied side. When I do play Axis my teammates have remarked that I'm too pessimistic and too quick to reach for the surrender button if mid game is going poorly. I don't mean to roll over on a tough game, but there is such a disparity in comeback/lategame possibilities it has effected how I perceive the game; I'm sure I'm not alone.
I won't rehash the many reasons why OKW/OH have a killer late game, but one factor stands out:
OKW must deploy all HQ's in order to access the King Tiger, but they are free to lose the trucks and get pushed back without losing access to the KT. As a non-doctrinal unit I feel the KT should be a stalemate breaker or coup-de-gras for a successful OKW player. Because Allies can't hinder KT production by destroying forward trucks the KT instead becomes a built-in comeback device and a solid contributor for OKW's unbelievable 88% 4v4 win rate.
Simply require all forward trucks to be alive/rebuilt to enable KT production. This gives the Allies options to delay the KT and a desperately needed opportunity for Allies to punish OKW for doing poorly mid-game.
My hope is that someday Allies won't need to win the game twice: once against the German army then again against the superheavy tank wave.
Note that this post is directed toward team games. 1v1 is balanced, team games are not. With a luftwaffe OH helping OKW with fuel it is possible to consistently get a KT out at the 13 minute mark with additional KT's not far behind. |
With absolutely no AT power in Tier 1 or on the penals themselves I feel it justified for them to present a solid anti-infantry force.
Past mid game penals face a variety of long range anti-infantry forces such as Obers, Fusils, Falls, Jaegers, LMG Grens, and even PG's who project well throughout carbine ranges. All of those squads are deadly at SVT ranges, and most have receive accuracy to boot. I don't expect them to trade blows with Obers, but Penals were designed to move into mid range on Grenadiers and come out slightly ahead. Against these new kids on the block it is a massacre.
The plethora of long range anti-infantry killing power added by WFA is what is encouraging blobbing. Squads aren't just pushed off anymore, they're flat out wiped without an ideal retreat path.
That rambling out of the way. I think on the topic of weapon upgrades we need to consider the staying power of the squad in question.
One of the reasons weapon upgrades such as LMG grens overperform is that they retain their LMG until they're wiped out. As mentioned earlier, a full gren squad with LMG does 9.41 + 3*2.13 = 15.8 DPS. Since the LMG is passed around the squad only loses 2.13, or 7.5%, dps per causality. Eventually the one man Gren squad is still doing 60% dps of a full squad.
In comparison, a standard six man squad like penals lose a sixth, 16.7%, of their dps with each entity killed. Come mid battle when half of both forces having injured squads those with the weapon upgrades still retain much more dps. To be fair, other elite infantry on both sides such as Falls and PG's have similar DPS loss per model.
My meandering point is that weapon upgrades can be balanced, or unbalanced, based also upon their ability to provide long range staying power in the field that is resistant to DPS bleed - and I find this to be what soviets are lacking.
So why not, give everything a DP. |
The OKW tank fuel cost stealth changes/reverts and perhaps the Katyusha buff appears to be the result of overlapping internal iterations. Especially with the accidental release of the prototype breakthrough commander it is clear things are disorganized at Relic currently.
I can almost guarantee the initial OKW fuel reduction was one option they had to buff OKW, but they decided to buff munitions instead both to promote grenade/ability use or muni/fuel transferring if the player wanted to rush fuel. Some missed deadlines and disorganization and both options go in on a single patch, July 22, necessitating an emergency patch July 25 to revert fuel costs to their original values.
The Katy was probably an experiment with modifying a number of values like scatter/aoe/damage to see which had the best translation to in game effectiveness. I wouldn't be surprised if the Katy went through with all values buffed while devs were still tweaking it.
Relic has seemed distant and disjointed since WFA was released, it is difficult to predict what is going on in the offices. All we can tell is that the players are getting a garbled response and something seems to preoccupying the teams development time. Stay tuned. |
Keep in mind that the t2/3 OKW trucks aren't that expensive. 30 fuel.
Does it hurt to lose one? Yes, but you don't want to throw away your entire army trying to defend one. I hate seeing player lose armies or vehicles more expensive than the truck itself just because they feel they need to save it.
If your opponents want to coordinate 360 munitions to destroy your 30 fuel truck then let them have it. You can then see that the opponents are truck aggressive so just plop the new medic truck at your HQ. Then there you go, you have a secure base sector and won't even need to make it a forward HQ.
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Question: How many infantry firing slots does the Dodge have? The M3 has 4 firing slots, meaning a conscript squad inside only has 4 out of 6 guns firing. This is one of the reasons they do just fine with 4 man engineer squads with a flamer.
If the Dodge, smaller than the M3, is allowing all 5 riflemen to fire than there seems to be some disjointed logic. Simply dropping the firing slots from 5 to 4 is a 20% decrease to the rifleman DPS. If the Dodge currently has 4 slots, maybe we could even reduce the firing slots to 3 as it is such a small vehicle.
I'd rather see the Dodge effective as a squad ferry and skirmisher than another clown car buzzing after anything that dares retreat and subsequently nerfed to dirt.
One also has to keep in mind that investing to hard counter the Dodge can be a losing proposition as the Mech commander can simply retreat them off man and use the returned fuel to tech.
I do want to say that the Dodge isn't that far over the top; the Mechanized commander is a high skill, high risk doctrine that should pay off for adaptive play and map awareness. I think people are just tired of seeing near full squads cut down on retreat. |
Not bad ideas Kyle, but lets keep changes as small as possible for this topic. A single unit swap may be easier to push than a faction overhaul.
I think everybody should keep in mind that the 30 fuel difference may not sound like much, but it is a critical amount of time for high end competitive 1v1. Not that my skills are near that level, but I think our elite players would agree it would ease the shock value.
This change would also ensure that somebody rushing a halftrack would receive a Captain instead of Lt. While the captain is good, it is a supporting unit. A free LT with teching combined with the quick M15AA is just too much additional anti inf for the faction with the best core infantry. All this and the M15AA can go toe to toe with other light vehicles with a high chance of success.
Again, a later M15AA would result in the unit being nerfed less while also diversifying the current Platoon roster with an AT gun. |
Short and simple. Lets switch the dreaded M15AA halftrack with the 57mm AT gun for USF.
Why?
First and foremost it allows the M15AA halftrack to still be dangerous while arriving later on the field. Obviously this gives OST and OKW in particular more time to prepare a counter. This change would have the M15AA arrive at 140 fuel instead of the current 110 fuel. I feel this would give OKW some breathing room instead of being forced to save for Puma just to stay in the game a bit longer. For USA players, keep in mind that this will let the M15AA stay dangerous; there is little doubt the current M15AA must receive some hard nerfs to stay at its current arrival time.
I feel this will also balance out the USA tiers. Currently the Platoon provides Lt (anti inf), M20 (anti inf), .50 cal (anti inf), and the M15AA which should be anti inf despite currently being anti everything early game. Currently the Company provides captain (anti-tank), AT gun (anti tank), pack howie (anti inf) and stuart (anti inf/light armor).
Switching the 57mm and M15AA gives the platoon option some solid non-zook AT while complementing an anti-inf LT while the Company gets the anti-inf halftrack complemented but the anti-tank Captain.
It also lets an early USF player use more weapon teams instead of being limited to a rifle blob.
Thoughts? |
Sturmtiger can fire out of sight range of many units. Try it with an IR halftrack. Or Spec Ops which gives access to radio silence and flares. |