It's much better then when you were playing. Tank gameplay was largely fixed in the patch after you left. Things like t34s being buffed instead of them being dedicated rams. It's not perfect, but it's way better since the patch you played. |
Thread: 4v415 Sep 2014, 12:31 PM
Changing the pop system wont help that much since manpower surpluses are often harder to come by than fuel in team games
However King tigers have a pop of 26, where as IS2 and tigers have a pop of 24. Not sure about other heavies but KT should definable have a higher popcap
From my experience, most players will simply stop paying for infantry after a certain point and simply churn out heavies as fast as they can. Manpower comes easy since as long as the players are cautious they can have their heavies do most the fighting while having very little bleed to resources. While those relying on tanks like the T34/76 are forced to be more aggressive as to not let the heavies build up.
I don't know exactly what needs to be done, but what i do know is that heavy vehicles are too economically efficient. They have no bleed and while this is true to some extent from mediums, they are much more likely to die. Something needs to be done to reverse this. Players relying on heavies should be economically penalized more then players using lighter choices. Strategies implementing heavy vehicles shouldn't be better then the alternatives. |
Thread: 4v415 Sep 2014, 12:01 PM
Currently that is done by popcap and upkeep, are you saying they should increase the popcap for heavies or do you think something else?
I think the popcap should probably expand to fuel and probably increase for heavies, either that or a cost for repairing vehicles with cheaper ones being less expensive. |
Thread: 4v415 Sep 2014, 11:07 AM
What do you think about making call-in limited units?
It would push players to use basic units and make call-in very, very valuable.
I'm thinking about making all 10+CP units limited to 1, 7-10 to 2. This would prevents 3 Tigers spam from 1 player, 3 ISUs and so on...
Game would be more tactical cause you won't have 3 Tigers (in team games it could be 6-7) to crush enemy.You'd have to use many different units to break the line, not just one type units in a large number. Or just make colddown, let's say 10mins (then bulletins 10% faster would make sense).
T34/76, PzIV etc. were seen more often than Tigers, IS2 and others. Such change would provide that. One tiger with PzIV, IS2 with T34/76 etc.
What do you think?
I just woke up, and this might be bad idea but at this time of the day it looks really nice for me ^^
This may also fix entire call-in system. No need to tie with tiers since you can have only 1 or 2 units.
This would also affect KT I understand what you are trying to accomplish, but that would just solve the cause not the true problem. The real problem is that heavy vehicles and advanced mediums to lesser extent are just too cost-efficient. It's just more noticeable in large team games due to the higher resources. And no I'm not talking about the call-in issue, a small one time fuel advantage.
Heavy vehicles can operate and push without worrying about the vehicle suddenly dying to a well placed at defenses due to their high durability and sometimes range, and as long as they pull back before death and this will cost them nothing, especially since the dedicated AT can't give chase against even minor support. Medium tanks on the other hand are forced into attempting high risk maneuvers if they want to succeed against these vehicles which even in the best of cases will cause casualties for them.
They need to add some sort of cost to USE heavy vehicles so that cost effectiveness of the medium tanks actually evens out with the heavies |
Thread: 4v414 Sep 2014, 23:36 PM
I don't think they really care about team games buddy. TBH, they should just take 3v3 and 4v4 out of the game altogether and maybe not advertise the game as a multi player game next time...
My advice to you is play 2v2 (though this mode still heavily favours axis teams) or 1v1, or find another game to play that is balanced for such big teams. I would recommend wargame for such personally, though it's not nearly as action packed. If they took out 4v4 this game would be dead overnight. The majority of players are large team game players and relic needs to start making the balance changes that the mode deserves.
@australian
You will probably get a lot of hate here because this forum is mostly inhabited by elitists who don't play anything more then 1v1s and don't want to see relic to take time doing things they don't care about and don't personally play (Campaign as well). |
Nothing changed in the last patch, it's been that way since the patch when it was buffed a few months back. That said, the pen is too high. It should not pen tanks from the front. |
The Pack Howitzer can actually kill things since it has a larger AOE, kill radius for infantry being max at 1.5 versus the Leig's 1 and its kill radius gets even larger with HEAT.
If both units are on the field, the Pack Howitzer will likely outstrip the its German counter part in terms of kills.
Leig also can pen most allied armor off the bat and comes paired with the medic hq which can allow it to not have to worry too much about counter battery from mortar type weapons. Both weapons have things they are good at and both underperform for their high cost.
If I had to give them a cost for what they could do right now, I would say 360mp for the leig and 400mp for the pack. |
Shocks with 1919, you gonna be serious? That would actually hinder them rather then help. M1919 aren't good in close range and can't fire on the move. You would just end up lowering their close range damege while still having sub par long range since the PPSHs wouldn't be supplementing them that far away.
Now, bars might actually make them stronger. |
For auto attack (barrage only benefits from the second line):
Reload at vet1 is 6.9 seconds. Reload at vet2 is 3.8 seconds.
AOE at vet1 kills full health infantry in radius 1. AOE at vet2 kills full health infantry at radius 1.6.
Odd. The tooltip says nothing about any stat increases, just the change of rounds. I guess I should have realized the round itself would have better characteristics. The more you know.
Still though, the unit isn't performing like a 480mp unit stock. |
I don't see why everyone keeps praising their vet. They need to get up to vet 3 to get any stat boosts other then armor pen and tanks aren't exactly easy to hit. Getting a pack howitzer top triple vet with their inability to, retreat no cover, and general slowness is incredibly hard. |