Thread: Su-8527 Sep 2015, 00:46 AM
The problem is you need to build t3 before t4, so as the axis tanks come out fast (especially in 4vs4) you need something to face it = you build the versatile Su76.
Then with the pressure the axis putting on you,you can't afford the time and fuel to build t4 and Su85. So you keep building Su76...
To solve this i would lower the cost of T4 a bit to make it more attractive and achievable and 4vs4. |
spekaing of axis winrates in 4v4.....
everyone is crying that axis need buffs now that they have lower win rates in team games.
funny thing is, months ago when OKW and Ost had winrates of 80% and higher, it was considered normal lol. People who are now complaining that Axis needs buffs because of teamgames, are the same ones defending their absurd winrates months ago
So true. |
It surely needs a price increase +100 MP and perhaps +1-2 pop cap for it's current state.
That's sound as a good option, or +50 mp and rate of fire reduce by 25%. Still useful but not a god unit.
The rest is becoming rather ok.
Only USF lack a bit of luv... |
I love how all british stuff which, while unarguably being op, was only thing keeping them in a game was nerfed and nothing given in exchange (well, scoped lee bugfix and 200mp cost reduction on tech is nice and stuff, but still it would not be enough to survive against 222spam, indirect fire spam and snipers).
And with brace nerf all emplacements can R.I.P.
Brits going to be worst faction in a game until their t0 stuff is buffed. I am looking exactly at vickers (vet ability, suppression buffs?) tommies (make bren good weapon for flanking, slightly reduce reinforcement cost?) uc (buff health and armor?)
Thinking exactly the same thing here.
Those nerfed one were the only things giving the Brit and edge... now the beginning phase will be rather hard for them.
Except for the LeIG buff and Brits overnerf, it's still a good patch, thanks Relic. |
AOE Damage Profile was change from 1 /0.35 / 0.05 to 1/0.5/0.25
But its radius was reduced from 4 to 3.
Just throwing out some numbers
This unit is too good with it's improved range, reduce range a bit so it become more balanced.
It's now a must build unit...
Thanks you ! |
In 3vs3 and 4vs4 their is no real solution to emplacement viability as ways to destroy them are too common.
Maybe for mortar pit, increasing their range by 15% could make them useful?
The rest is unplayable as they cost too much just to be obliterated by walking stukas, Cas, Arty,ht mortar fire or shreck blob e.t.c.
Maybe making them «very hard to destroy» but easily decrew and capturable... could be an option...
My 2 cents
Ps: Brace would add protection to the crew... |
A 4vs4 team with 2 brits + 2 others will be struggling in the opening phase.
Cas, mortar halftrack or walking stuka kill any Brit's emplacements very quickly.
Ost Sniper are still deadly vs Brit.
Wasp was OP but was the only real advantage... but now...
I do understand that the allies nerfs were needed as the only way to balance the automatch queue quickly.
I still i think the Axis have the advantage in early game phase :
Why : Better mortars, Better Hmg, the stealthy rak, the puma,The mighty rifle grenade.
Add :
US faction lacking early indirect fire, it's HMG emplacement killed too easily by grenades, fausts or shrecks or mortars.
Brits: Inf way too weak without cover vs Axis inf better all the time. Lead to over bleeding mps or always the same Brent build.
Soviets: Rather ok. But we also want to play the others allies faction without the fear of gimping our team.
Conclusion:
Overall, Thank you Relic for a great game and for your ongoing efforts to improve it ! You will succeed !
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1- Not since Dota and LoL 5vs5 players dominate the competitive scene. Mentality is changing and following those 2 games (and their other equivalent), people are most likely to be interested in teamgame and teamplay than only 1vs1. Same if teamplay means random team vs random team.
2- In the past, 1vs1 "appealing" was also most likely due to poor connectivity and computer capabilities. Running a 4vs4 SC or Coh1 wasn't something everybody could do 4-5 years ago. Today, apart from a bad configured 3dengine, nothing stop the majority of players playing 4vs4.
3- You are losing nothing, someone good in 1vs1 have greater chance to be good also in 4vs4. Micro and macro are dealt at another level. of course there are exception but those doesn't make the rule.
4- SC2 brought some good new concept with the base/resource sharing between team mates. Coh2 is still late and doesn't innovate enough in my opinion. Example, Attrition mod is really interesting but because it still an "unofficial" mod, it is not enough promoted and so cannot be improve and so bring more innovation and etc...
-5 Social aspect, team vs team bring more drama, more social, more interest to the community, so community has more interest and so can grow bigger.
Like I said, I think by the fact Relic isn't innovating in the game mode available and unable to improve the 4vs4 experience, they are restraining their own community in it potential expansion. People are bored of only watching competitive 1vs1 (same if it is always good to watch), they want to feel the other aspects of the game with large move, team play, simultaneous micro and macro etc...
Well said, great post.
You nailed it, thank you. |
Nice thread thanks ! |
The main problem of balance is in 3vs3+ format :
Causes:
OKW early advantage is snowballing into a bigger advantage, the more the game last.
Explanation :
A dead unit can't bet vet, a denied resource can't be converted into units and so on. So when the OKW faction is well played, it's early advantage minimize even nullifie others factions later advantages.
Add the fuel cache sharing effect and their main weakness is greatly reduced.
A team of 3 OKW players + 1 Ost (CAS or others) is very powerful and will nearly always win versus a team of players with the same skill level.
Solution to the OKW early advantage snowballing :
-1) Adjust the starting OKW's manpower to the size of the game (a lesser value the bigger the game is.) (*Could be apply to the other factions to fine tune the balance*.)
-2) Divide the resource cache sharing bonus by the number of players in the team before adding it to the players resources pool. (Apply to all factions)
Conclusion:
-Won't change the balance at all in 1vs1
-Will balance the game in 2vs2+ team format.
Thanks you.
Comments ?
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