Why do you assume the player will have a Panther by the time the Comet arrives? The first Panther costs more than the first Comet. T4 is basically a bonus tier only accessed when things are going well or you're in a team game, while Hammer / Anvil is an expected tech for every game.
And Ostheer doesn't give up anything when going T4, whereas Brits lose on the Churchill and heavy sappers (among others) by going Hammer. Jeez, it's almost like the factions are asymetrically balanced or something.
The Comet is fine. Historical arguments come behind balance arguments every time, unless Axis wants to be swarmed with 4-5x more tanks than they have and see their beloved Panzer wunderwaffen break down every so often while Allies enjoy uncontested air superiority, if not supremacy.
Let's not nerf one of the few good units Brits have left, please. The faction is already enough of an overnerfed underdog as it is. |
Minor cost increase (to maybe 310) and popcap to 8 is more than enough IMO. The unit is powerful, but not quite Elite. Its toughness mostly comes from the fact that they are the only Axis 6 men infantry apart from Osttruppen.
I think the only part that makes them seem overly powerful is OKW's MP float which allows them to be spammed. But that's a larger problem than just the unit. |
Cons are fine. Penals, however, should be looked at. 30 more manpower than Conscripts but they perform about the same. Either give them a slight buff, or bring the cost down to 240 MP.
Also, the satchel charge bug needs fixing. Relic, it's been a while...
Penals costing the same as Cons wouldNt solve the issue; the unit is simply redundant. The faction already has a fairly cheap, close-range basic infantry with Ooorah that is Ok at clearing buildings. Penals don't do anything Conscripts can't except having a bit more DPS, and they don,t have an AT grenade too.
The unit needs a role change. Either as tough, elite close range infantry (which then plays on the field of Shocks...) or my favored proposal, as Panzerfusilier-esque 6 man, medium-long range infantry, with a flamer upgrade that role changes them to an assault unit by unlocking also Ooorah or something. Or maybe give them lend-lease bazooka upgrade to solve the problem of SU's bad handheld AT. Something. |
You'll notice that all the vids are around the same length, between 30 and 40 seconds ish, except for that one video of the volks getting hit by the RNG gods, and that one with the HE rounds.
Let me know if you need more video evidence or if there are any other scenarios you want me to try out.
Just for fun, I made this video, this was the first try:
https://vid.me/k8JD 4 double zook riflemen squads against a king tiger with no mg upgrade.
It's relevant because the thread is about volks blobs being op. But they aren't, because even stock infantry can kill them when they are equipped with schreks, you can test it yourself, even cons beat them pretty handily when both are max vet. I just don't think it's that big of a deal to handle. I'm not trying to say volks blobs are bad, I'm trying to say they are not OP.
Nice videos (even if testing in a vacuum never tells the whole story; for instance, almost all the zook videos had RNG and pentrated more than 60% of the time) but couple points;
I don't think shreck blobs are OP. I think they are way too omnipresent because Volks are badly designed. Regardless of balance, the best AT weapon in the game doesn't belong on a cheap mainline infantry, even moreso because it requires no tech unlock. It leads to a stale metagame where the same multi-purpose unit is always fielded and always upgraded because it has almost no downsides. I dislike playing against OKW mainly because of that.
The results are decently similar on medium tanks; I'd like to see what pitting them against heavier armor does. Say shrecks vs Pershing/Churchill and zooks vs Panther/Tiger. And then for fun's sake 5-6 shrecks vs IS-2.
And zooks are US. As I've said, I believe WFA factions benefit from power creep in their design and are allowed to get toys that are just better than a lot of what other factions field. Not that I think factions should be homogenous, but the fact that these things work doesn't mean I think they should work, if I express myself correctly.
Also at least zooks require an upgrade and dual zook rifles are fairly impotent against infantry. You are severely hamstringing your AI capabilities if you don't give rifles upgrades. They also cost more than volks, and OKW's chronical MP float means that they can more easily afford elite infantry on top of shreck volks, US doesn't always have that luxury. That's why zook blobs are way less common than shreck blobs. |
It's not a problem with the emplacement, they should just fix the retreating system so units will be taking the safest route to the base instead of the shortest (something that should have been done on release)
No. Retreat is not supposed to be an absolute get out of jail free card. It's up to the player to ensure a safe retreat path and not send squads in positions where they could be cut down while fleeing. |
A lot of that is down to WFA power creep. OKW got a buff across the board, while Soviets are left to fend for themselves despite a good third of their roster being intensely mediocre at the best of times, if not outright sucking.
Conscripts aren't terrible, but they are woefully outmatched by a lot of Axis infantry. Their vet 3 makes them quite durable, but they still have crap DPS so late game their primary use is Oooorah into AT nade while probably losing half the squad in the process, and 1v1 they lose to any similarily vetted Axis squad unless they land a molotov.
This is made worse by the fact that the only infantry that can give them help is doctrinal, thanks to Penals sucking.
Personally I'd change their vet; slightly reduce their received dmg bonus at vet 3, and give them one SVT40 (good daame at short and medium range) at vet 2 and another at vet 3. So they end up having decent firepower with veterancy. It also works with the flavor of them being entrusted better weapons as they prove themselves. |
Bullshit. There is a Video from Cpt price where a kt drove into a blob of zooks. It didnt survived the second volley
Please dont write you own, twisted, opinion, down and try to fake them as facts. Since the patch okw has a less winrate then the average on the chartsite in 1v1 and 2v2. And 1v1 should be all we looking at in terms of balance (esl).
Holy hell, one video of either ridiculous RNG (since zooks have a less than 30% chance of penetrating the KT from the front, and something like 50% from the rear, and need about 20 hits to kill a KT) or someone using their KT very, very wrong. That'll put me in my place. Try to do that with any consistency and see where that gets you.
@ZeaviS: since shrecks deal more damage and have vastly more pen than zooks, that situation can only possibly work if the zooks shoot at the P4's rear all the time. They have less than 60% chance to pen from the front IIRC. Whereas shrecks have a close to 90% I believe. And shooting in the rear is a very rare situation if your opponent doesn't suck. In a slugfest from the front, which is what happens in actual games, the dual shrecks are far more dangerous.
Volks actually have decent AI with shrecks. Not great, but about as good as conscripts. Keep them in cover and, thanks to their toughness, they can stay in the fight and rake in some kills. That's on top of their good grenade. The trade-off to get it isn't very big, unlike say PGrens with shrecks that lose 50% of their already so-so AI damage.
And I sure hope upgraded AI infantry with vet kills a hugely versatile, cheaper infantry. OKW has 5 flavors of elite infantry, counting doctrines, and their vehicles have no lack of AI power between the Luchs, P4, Stuka and KT. Not sure what this has got to do with the topic, but Volks aren't mean to beat rifles on their own. |
-Change vet 1 ability to something that has a snowball's chance in hell of being used.
-Increase accuracy a bit, especially on the move.
That's more or less it, I think. Its pen is the same as the Tiger's IIRC, and it gains range with veterancy. It has kickass frontal armor. Its only glaring problem is that it misses too much, which is especially crippling with its reload time. |
The whole idea some of you have about having to mass T34/76 is wrong. You do not need to mass T34/76. In fact, it often limits your ability to deal with enemy threats. The Soviet tech tree has been changed to allow for excellent, almost unparalleled vehicle combined arms and the T34/76 fits perfectly. Support the tank with a tank-destroyer (either SU76 or SU85) and the Katy and you will find they perform much better than when just getting 4 T34/76.
Or I could get a T-70 which is faster, cheaper, requires one less tier, and has better DPS against infantry. |
yea, i have to agree with this.
t34/76's only strength is in numbers. but to keep the reasonable lead in the numbers game, as soon as you have 2 76s and enemy has 1 p4, you have to destroy it because 3 76s v. 2 p4s is not the same. even if you get to manage to keep 2:1 advantage, there will be more paks and tellers as the game progresses.
so massing t34/76s turns into "all in" game, where you have to constantly make plays to stay on top. and making plays with tanks is the most risky thing in the game.
Precisely. Once you commit to this strategy, you win with it or die with it. You need to stay in the lead, because while vetted T-34s can deal with Volks, Paks out of position and unvetted P4s/Stugs, if you need to attack a defensive Ost/OKW position (or worse, face vetted Panzers with vet 0 T-34s), you're basically dead.
And if the way to use a unit is by massing it once you've won both the early and mid game, well, I'm sorry to say so but that does not mean it is a very good unit at all. I can win by spamming Brumbars if I crush my opponent's early-mid game, doesn't make it less of a bad unit. |