We can say the same thing about the current balance "team". The very same guy who created the penal problem in the first place.
The difference being, they can now nerf any unit they cast the blame on.
Guess what happens when you can only alter a certain aspect of a faction and your scope is limited to nerfing the cheese which makes that faction relevant. The difference is that i don't see Penal/T1 opening as problematic as the previous styles of SU play (maxim spam or even guard spam for 2v2+) which was confined to playing one or 2 commanders (right now Lend lease is strong, but viability of other commanders is there and not "auto lose").
Take into account that OP is mostly complaining with a 3v3/4v4 gameplay in mind without a clue at what rank he is playing. I've never seen more than 4 Penals (3 been standard) and all the talk about map capping, garrison and cover control lose all meaning on those modes (one of the weakness of opening with T1) as shown in the replays i put up.
Once cons are buffed, i don't mind seeing the AT package locked behind the AT nade upgrade on base nor their on the move performance nerf (as in the mod).
PD: not sure what you are trying to prove, when the 2 CE + 3 Penals + Sniper/Clowncar been a standard. Also top25 vs top300 is not equal.
HVAP does benefit from vet as the bonuses applies to hardpoint_01 which is swapped over to the HVAP weapon when the ability is triggered.
So is this a case by case scenario (each unit having hardpoint assigned) or there's a difference between timed based abilities vs barrage type units?
I ask cause i was told that LM vet 2 was not working (fortunately).
I "assumed" that since indirect fire units have their vet applied independently for each barrage type (since they use different profiles for each) something simil would happen to other units as well.
I talk about ostheer panther and it losing hard, how do you guys not understand lol?
Panther still will get outranged, the Jackson can kite it forever. This means that the extra hp on the Jackson will be the game changer since the extra damage of the Panther can be kited by range alone.
TL;DR: You can't really kite vehicle vs vehicle combat when both have roughly same speed and the range difference is 5.
I think the match up is still decided by RNG. Whether the PV manages to close in/hit its shots, or whether the Jackson manages to pen the PV frontal armor.
THAT BEEN SAID:
-Does the Jackson need the increase on accuracy base AND the increase at vet2. Is it overkill improving reload/pen with vet rather than giving it the usual mobility acceleration/v. rotation/w. rotation? Compared to all other TD on the game it's heavily focused on pure raw offensive capabilities.
-NOT SURE what happens now with the matchup against the OKW PV which seems it doesn't benefit from the increase damage. That COULD be an issue.
-Do weapons abilities benefits from veterancy bonuses?
For example: HVPA on Jackson. Hardpoint_01 means the main gun right? Doesn't the vet should be applied directly to the weapon ability as well since it's using a different profile? I'm asking cause with indirect fire, the vet is applied to each of the barrage types.
@OP; Really GJ for your persistence. Talking to these people is certainly exhausting.
Kiting is ok. But not against a unit with such a silly AT-Nade. And you don't even play the game anymore, yet you scorn people with low ranks?
Penals "AT nade-satchel" get's cancelled once you get outside of it's range. I play casually 2v2 arranged team double OKW ez mode. I still follow the "pro" scene.
Skillwise i'm rusty but since a year or more, that's enough to play at high/decent level since most of raw amount of competition has left (when your top partner returns from an almost year hiatus and you get a higher or equal rank than after you left after LOSING your first game that tells you a lot. That was top100 AT).
About the 2nd part, it's not about been low ranked. It's about COMPLAINING FIRST, hiding behind anonymity, not looking for self criticism and just blaming the game.
There's a difference between:
-I found X unit problematic. I need help dealing with it.
-Y is too stronk. Relic pls nerf.
There's a difference between something been OP and something been annoying. OP is CalliOP or Ju87s. Annoying are emplacements, blob/spam, strict meta.
I forgot, welcome to the forums. I suggest that before jumping right into balance threads to first open up threads in here https://www.coh2.org/forum/2/state-office.
Also filling playercard/replays goes a long way than rather just describing things with words.
Incendiary grenades have their uses, but they seem slightly overpriced and have virtually no use against infantry who are not garrisoned.
Ok, it's rare that multiple squads are wiped, but they do have the potential to do so, and you will often see multiple squads crippled by a lucky satchel. Satchels, as someone else here has pointed out, are also very versatile, being useful against vehicles and structures also. I'm just saying they should be increased, to, say, 50-60 munitions?
I can't see this tactic working against any competent player.
...
Grenades with fuse are deadly but can be dodge. Flame DoT weapons deny cover and in the case of the OKW flame nade, it doesn't have a fuse so it lands and impacts instantly on close range. If cover play is not key at your games (since we don't have a single replay or playercard we can't assume rank nor gamemode) that's a different point.
Satchel are versatile but they require a HEAVY MISSPLAY (AKA lack of attention) of a player cause they takes ages to blow up. They are indeed versatile, but compared to any other snare in the game, they lack both range and they can be cancelled by running out of it's cast range. Basically, if you don't stay at melee range pushing them, you won't be satcheled.
You are missing some keys points. The game is not 1on1 scenarios and the mp difference and map presence is something which drags since min0 of the game.
OKW starts with more mp overall.
Game example:
With a classic 2 CE start into T1, by the moment you get to start building T1:
SU has 190mp and 2xCE (170mp) at 340mp. T1 is 160mp. Total = 690mp
OKW at the same time has 220mp, SP 300mp and a Volks 250mp = 770mp
80mp lead just from the get-go and map/engagement control. The 1st/2nd CE is wasting time building T1. CE can't deal with either Volks or SP.
At the 1:00 mark, OKW has 2 Volks on the field (one of them been just built) + a SP. SU has 2 CE and is at a quarter in the production time for the first Penal. This is why Hector is insistent on map presence.
What you want to do as OKW: get on favorable cover. Get garrisons at annoying positions. Engage on the CE. If you face the first Penal, do so with a 2v2 or 2v1 approach (whatever mix of your comp against his Penal and CE. Focus fire)
Build freaking mines/wire against T1 openings.
3min mark:
OKW has 4 Volks, SP and building truck.
SU has 2 CE, 1 Penal and 1 M3A3. A 2nd Penal at 80% production.
Again, map control is crucial cause YOU ARE GONNA LOSE PART OF IT when the M3 flamer clowncar arrives. This is till you recover it during the early-mid game with tech.
Devm gives a class on how to play that match up perfectly.
Games as OH
Another games as OKW
Look at how the game is played at the first 10 mins.
IB4 allies OP blablabla, Penals can be adjusted (like in the EFA revamp, which reduces effectiveness on the move) but they are FAR from been a problem. Lend lease and crap alternatives are a problem, Penals aren't.
The problem with ostheer is that they lack aggression without vehicles.
Early game aggressive ostheer play requires either g43s, double 222s or a flame Half-track that the enemy isn't prepared for.
Mid game aggression requires medium tanks which means p4 since stug can't pressure infantry at all and ostwind sewers you when they get a medium tank.
Late game means brummbarr, Pwerfer and panthers which is where ostheer starts to shine but in 1s it's nearly impossible to get to. In 2s it's hard but more doable with an OKW mate or if ost ally went heavy t3.
Ostheer does well with okw since they provide the hammer you can attack with. Ostheer is turtle play and okw is more aggressive so they function well together.
On point analysis. Specially the part about "turtle play". OH is basically designed to creep, not to split push yolo flank with grens as USF/SU/OKW.
OP
I'm not sure if it's just due to OKW performance or not, but OH was still enjoying of a nice W/L (random, cause AT can be whatever). Double OH is a challenge indeed, but it's not like you can't do it. It requires a different mindset (you can't play it as if you were playing double OKW ez mode )
So you admit your argument was silly? That is what your post implies, proved you wrong.
When people refuse to show their playercard or replays of their game, that's a huge sign that the problems they might be facing are not due to balance but rather their own skill set.
In a similar way, solution to problems might not be feasible depending on the skillbracket.
Ex: kitting penals PTRS with light vehicle/tanks. This is something i would generally say, but if i'm advising someone at the 1000/2000 or even lower ranks, i would suggest other approaches.
Same if i tell anyone to use a sniper. At those levels i'll rather tell them to get another unit cause microing a sniper takes the few APM they have in a single unit they might not take full profit out of it.
OP: Penals opening without conscript or double CE means jackshit map/garrison/cover control at the beginning of the game.
Garrison dance makes it impossible for them early on to get you out. Early M3 (as 3rd unit built) means even less map control which you can abuse. Single CE flamer also means they won't be able to defuse your mines. Don't sit on munitions early once you know it's a T1 opening (which you realise pretty much at the start by their map presence).
If it's a M3 clowncar DO NOT OVERCOMMIT low model/health isolated squads deep into enemy territory, specially around the 3:30/4:30 mins of the game (timing on which flamer can pop out).
Every single Penal squad that you can force your opponent to make them upgrade PTRS, means a dead squad for the later stages of the game. Penal PTRS don't do shit against infantry and they are a slot weapon. This means every time you kill a model, their AI goes down as the PTRS must be given to another model.
Playercard/Replay and game mode will go a long way in getting more valuable feedback, if that's is your objective.
I would disagree with the timing. My build is pio > t1 > penal > m3a1. M3 can reach the front at almost the same time as the penal.
A mine is very much an option. I would counter that delaying shrek by any amount of time, even to put down medlacks, can make a t70 even more dangerous. A ratken you say? Most unreliable POS in the game imo.
There are always counter plays but I would say Russians have a very strong open vs OKW.
But then, this is not about Penal blob spam which is what OP is complaining about. T1 combined arms approach (M3 + Penals + Sniper) is strong specially if combined with Lend Lease but it also drops down on effectiveness as the game drags. It's basically a minigame of how much damage it can do before those units drop down in value.
I thinks that's a good example of things done right and wrong on both sides.
I don't see anyone throwing bullshit at anyone else around here.
People are curious about the ideology and motivation behind these moronic axis nerfs, when the statistics from professional tourneys and similar sources indicate that axis factions are not in need of such nerfs/removals/pseudo-revamps.
Is there any guy from the modding team man enough to claim responsibility and explain, in full detail the reasoning behind any of those changes?
I guess not because all I am seeing is crying and anger.
Has anyone bother to filter all the 3-0 results, the match ups were the skill difference between player was enormous or the map advantage ?
*accounting for not just first 2 weeks after release
**(top250 having too much disparity)
Why are the results so different and even more with the patch at April something been mostly a nerf to UKF and SU cheese?
Could it be that on a tournament environment, on which even at the top been a big skill gap, where map/spawn position pick and counterpicking faction/commanders is a possibility, it's a completely different environment than on the ladder these same players play?
Check this: who are the most vocal people on this thread which has the most extreme points of view?
A-Pro players
B-Top ranked players
C-Players with an actual playercard/replays uploaded to the site
D-People who we do not know which mode they play, at what rank they play or if they actually play the game.
Is there any guy from the modding team man enough to claim responsibility and explain, in full detail the reasoning behind any of those changes?
IMO, at 1v1 pro level of play, the balance is mostly fine with the exception of certain "cheeses". What the mod team tries to solve is the clutches which currently some factions are enjoying while giving more tools or buffs to certain units/factions/aspects which can't see play because they are been overshadowed by the "ez pz style" of play.