Somebody also made a great suggestion about shifting the fuel cost of Wehr tier 3 to the building, which was ignored by Relic.
Suggestions like this are fantastic, and would really shake up the meta and make the game far more interesting and give soviets a really nice variety, but there is no response or back and fourth. It's painful to see.
EDIT: It's no worse than infantry + Viewpoint mode of the SU-85. |
Rifleman observers should both be constant, but have a slightly reduced radius, and also at 0CP. If Rifle Company gets Vet 2's off the bat, so should Recon.
I&R Pathfinders need to be equivalent of airbourne AT LEAST. Then their intial MP cost should be adjusted up slightly. In fact, I'd be fine if both pathfinder squads were exactly the same, for once. It's nice to have variety, but right now they are worthless.
Greyhound needs some serious work to be more attractive and make it different to the M20/Stuart. Maybe reduce its CP cost by 1? The crew should also have bazookas (as a feature of the armoured car series).
The combat group should be redesigned - perhaps as an "elite paratroopers" ability, dropping two squads with random veterancy for 650/700MP. that would be nice.
But, the commander needs an overhaul for sure. So many redundant or useless abilities. I doubt Relic will do anything however.
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You mean a points system like they have for Killer Instinct? Don't make sensible suggestions. We clearly want to suffer with a lottery and store purchases.
EDIT: To clarify, I think this is a good idea. |
Calling somebody vetlolcake is a pretty serious insult to be slung around these days...
I think everyone would love to see the replay your describing. Relic included. |
I don't think there is any reason belabouring the point much more - Katyushas and Stukas might be OP, but they are certainly overperforming in their current role compared to the werfer.
While homogenisation is bad, I think making the panzerwerfer and katyusha take an extra shell before instantly exploding is a good first step.
I then think a series of small nerfs:
- Reduce the damage of each katyusha rocket as barton has suggested
- Reduce the front loaded stuka damage a bit, and increase the damage done by the "burn" after a hit.
I feel like the panzerwerfer might need some changes, but lets not be hasty - these are probably easy enough small changes to start with.
The fact does remain however, that there needs to be a way to punish OKW players who camp out next to VP's with the.. frankly ridiculous T4 flak track. |
Wait, why are we necromancing a 3 month old thread?
Of course, thread is still valid. Fix original commanders already. We've got plenty of new shit with WFA to improve them with... |
- Optimisation (seriously performs awful at the moment)
- SLI support?
- Spectator mode
- Reduce lethality of some weapons (stop squad wipes).
- Pathing issues (i.e. during retreat, spazzing out)
Big things:
- Rework commanders. Several useless abilities or combinations. Many new abilities added. This should be simple - most of the work is already done, how hard can it be modifying existing commanders?
- Improve war spoils - through new content, drop improvements, more influence, any number of suggestions.
- Rework races. Soviets are completely doctrine dependent. Ost have trouble remaining competitive with the new races. US still have no heavy armour (seems like a design shortcoming, but I understand the reasoning for none).
Some of the suggestions in this thread are silly - asking for tech on call-ins when this was removed from the original alpha... its asking Relic to go back on a past choice when they have clearly already made a decision.
Also asking for fixes to tank re-crewing strikes me as odd. Is this thread a wishlist, a feature list, or just a mishmash of everything? |
My only issue with them is they can't use infiltration grenades - bit of a slap in the face. |
Because a base sector isn't the same as a forward position. It's not double standards - its a case of the "safety of the base" vs "I have my base in the middle of the map, thus control is easier and you have no way of stopping or punishing me". |
Exactly, something you will do normally anyway (when teching up. Think of it as your first building for other factions, OKW can definitely afford it immediately).
OKW early game is about combining different units for good effect. There was a great replay of Barton vs somebody who manages to do this really well. He made good use of the (pre-buff) MG34, ISG, and volks as screening troops. Even one of Han's recent replays showed OKW capable of holding until Obers, when they start to wreck.
But that proves half the point too - Obers drastically effect the game when they come out, and demand a tank counter. It's pretty drastic. |