Yes. Nerf the units mentioned in this thread and enable mirror matching; perfectly balanced game. |
Do you guys remember the V1 and how absurdly powerful it was for ironically around 120 munitions as well? Why wasn't it spammed? Well the only reason it wasn't used in every engagement was because of the 5 minute long cooldown, I don't want strafe to have a 5 min cooldown but it shouldn't be non existent like it is now. It's a get out of jail free card ability just like propaganda war with additional benefits and it should be left at that, except for the fact it's available too often. If it was like the V1 the ability would require a lot more preemptive "do I use strafe now or do I wait for a better opportunity?" thinking just like what happened to htd after the nerf so it's not used in every engagement. I'd like it being used as an alternative support when your mg42s fail to pin and get flanked themselves and not a "hit it and forget" ability like it is now but that's just what I think would improve the game. |
I feel a speed decrease to the su85 is not going to balance the tank in a way that most people want it to be balanced. A supported su85 is still not going to die to a flank and let's face it most people want an option to be able to offensively kill the su85 head on they don't want to be required to flank the thing. I guess a speed decrease is going to punish all those rambo su85s that charge into the enemy lines unsupported so I guess there's that. |
I agree it's fine too, definitely shouldn't get buffed again. Like I said if I was to change anything I would tweak the cool-down due to what I mentioned in my previous post but it's not essential. Compared to the rest of the call ins I still feel it's the best for what it does. |
My point being you can't expect the kv8 to be just like the flame ht, it's a tank not a half track why would relic make it identical or try to balance it to one just seriously think about that for a second. Why would anyone in their right mind build 3 flame hts even if they somehow had the munition resources? They wouldn't (besides the fact why would anyone ever need 3 flame hts in a 1v1 game?) for the same reason no one would spam kv8s against anyone competent; all it takes is 1 tank and both the kv8 and flame hts lose a lot of their offensive capability.
The Dave; *FIRST OF ALL IF YOU FIND MY POSTS PAINFUL TO READ SIMPLY DON'T READ THEM* Now that we got that out of the way I hope you realize that if you make your opponent counter your flame ht with those options (which in reality probably aren't even optional in a close game they're required) than you've already "countered" the kv8 and don't even have to worry about one the second you see guard infantry most likely in the first 6 mins of the game.
With their linear teching the German player should easily be able to dictate the game; build a couple mgs and try to get the Soviet to get t1 scout cars, follow up your mgs with a flame ht so the Soviet will have to either get guards or additionally spent 50 fuel and 600 manpower on his first at gun; if he gets Guards you've cut down his doctrine options and don't have to worry about either shock troops or kv8s, if they decided to go for an at gun by spending resources on both t1 and t2 you're already ahead and free to tech to a p4 that will counter his kv8 nicely supported with your own at guns. If you happen to lose your flame ht to anti tank grenades and mines it's most likely because of your own carelessness as a ht can outrun an oorahd conscript squad and it's flame thrower range is longer than the at grenade throwing distance.
Some people have to realize that there's more to the game than just buffing and nerfing units, it's a lot easier to just comment in any one of these balance threads with "-50/+50 FUEL, DONE!" like most people tend to do rather than to sit down and actually think about the mechanics in the game. Let's just make everything counterable by everything. Tweaking the unit stats should be the last resort, if kv8s really are uncounterale in EVERY scenario and happen to be a "must have" spammable by everyone in every game unit like the p4 and su85 than in that case they need major adjustments and I personally don't see that being the case...yet. |
Ha!
If they were able to use strafe continuously like you said, you already lost before that point.
I don't agree, all it takes is losing map control once and the german will easily get +60-70 munitions per minute; that's enough to afford a couple back to back strafes as long as you have some munitions already saved up. |
It's still easily the best off map call-in in the game; comes at 1 more cp than recon flight and costs 40 munitions more for the additional ability to pin infantry and nearly guarantee sniper kills (on top of essentially being recon flight). Yeah it did get nerfed once but considering it was essentially a free win at 3 cp I would expect most people who care about balance try to ignore that nightmare of an ability ever existed. I personally think at this stage it should be left as is except the cooldown should be doubled because as long as you have the munitions it's a no brainer to have it called in as often as possible. |
I actually feel that against unprepared opponents a flame ht is just as devastating to infantry early game as a kv8 is to infantry late game. I think the problem with both flame vehicles is the range of the flamethrowers; microed well they can both avoid getting at naded or panzerfausted so that allows them to cut through infantry like hot knife through butter... sure the kv8 kills infantry quicker but it costs 3x as much and hits the field nearly 3x later so in essence 3 flame hts should kill as quick if not quicker than 1 kv8. I think the lesson in both cases is not to fight either one with infantry; whether you're using shrecked pgs or AT guns against either the flame ht or kv8 than you're playing to your opponents strengths considering those are still infantry units. |
Nullist you can't simply compare the armor or artillery options available to each faction with out looking at the big picture, it's clear you're incapable for some reason of doing it yourself. Take a deep breath a step back and relax, remember if balance stresses you out there's always 1v1 mirror matches against the AI. |
This.
There is a misconception that somehow this is not an issue with Maxim as well as MG.
When infact its even more an issue with Maxim, which has 25% more durability.
Than I guess It's a good thing than that the German mortar does about twice the DPS over the Soviet mortar; no need to flank a maxim with a grenadier in the first place. Seriously though I'm sorta trolling you man, my point being how fun the game would be if all units had identical stats. |