The complaint was that if you over extend your sturms and get punished for it by a wipe you are unable to repair your tanks, which simply isn't true.
Sturms are a critical ubut that covers a lot of ground this is true but if people don't over do their combat its a non issue.
His specific statement was
"repair trucks are a bonus to have, but not a replacement for ST-pios, and getting 2 ST-pio's is 600MP and 16 pop, high cost."
Which is pretty much exactly what I was getting at. They are a benefit sure, but are no replacement for an actual squad due both to lack of mobility and to lack of utility tools on the structure itself. And in fact, the second part is IMO the most important, for lower pop cap other factions can have THREE sweeper squads in the field, and are easier to replace. |
Core faction problems are still the same for any other gamemodes. The only difference being is that you might resive a support from your teammate or the fact that you fighing on a smaller map part.
But again if unit A looses to unit B always, it will lose in 1v1 or 4v4, without teammate support lets say.
For excample LVs in teamgames in general have less impact and opportunity window, but it doesnt mean unit is weaker in teamgames. Its harder to play maybe, but its still the same unit.
If UKF has problems with snipers or OKW has problems with early LVs, then they will still have all thouse problems in teamgames. Its just might be easier\harder to play against.
In my eyes, overall speaking, correct balance is already left the stage of being "balanced for 1v1", because overall designes\builds\choses\holes\weaknesses are the same across all the gamemodes, with a difference being that in teamgames its might be harder to spot or easier to avoid. Major one I mean. Not gamemode exclusive like T34+ISU+IL2 lets say, which is mostly teamgame strategy. But again getting major problems looked at, it might aswell fix minor and gamemode exclusive ones.
Its not just a matter of "does unit A beat unit B", its also a matter of "Can I support this doctrinal unit with a doctrinal ability not normally available to me" or "Does this unit composition work if I have a larger total supply cap to work with".
USF for example has a lack of non doctrinal rocket artillery, but combining USF and Soviets in a team game removes that weakness for the team.
You also see some units becoming NON-viable such as call in M5 due to the difference in CP timings.
This is why different factions have different strengths depending on the game mode. |
Achpawel, you seriously need to reconsider the stance on Axis UP. Even though in ranked I only play USF, I'm by no means "BUFF ALLIES, NERF AXIS, AXIS OP" kind of person. If you can give me one good reason and brainstorm the pros and cons of a change you would like to implement to OKW then I see nothing wrong with that implementation, and neither would the balance team. But what you are proposing is straight up buffing OKW heavily under the magical geas of "OKW IS totally UP, trust me bro".
Consider that achpawel's opinions largely based on 1v1s(it says so in his signature), and in that game mode, OKW is considered fairly weak-probably the weakest of the 5 factions. For team games that changes, but in the context of the game mode that he(and I) primarily play in, OKW does struggle. |
Repair trucks are there so if your sturms are busy or dead you are not without.
The problem is that as nice as it is to have auto repairs at base, they ONLY repair(vehicles).
Unfortunately sturmpioneers are tasked with wiring off cover, laying mines, building doctrinal defenses, doing mine sweeping, repairing vehicles AND structures as well as functioning in the combat role. Most factions end up with 3-4 squads to do all of this, while OKW rarely gets more than 2 and often only has 1. If the only thing sturmpios did was repair, this wouldn't be an issue.
This is why I think that some of that utility needs to be offloaded onto other units. |
this is not true. you can get royl engis with sapper and even upgrade them with double vickers or piats or other upgrades. And this double vickers engis arent this weak like u act here. they are really good for the price u pay for a 5model sqaud with all this abiltys.
Fine. Then volks shouldn't get sweepers or repair. |
Mainly in team games... How about 1vs1?
I almost exclusively play 1v1. |
I don't see how this would benefit USF at all considering you already have an incredibily potent TD in that tier. And for AI you have the regular sherman with HE shells.
If you are ahead of your opponent you can always just grab a regular sherman-
But if you and your opponent get your first mediums around the same time, the standard sherman will be at a disadvantage against both Panzer 4s, while the 76mm sherman will be at an advantage against ost Panzer4, and on par with OKW Panzer 4.
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i think he was referring to the two stgs being worth one bar dps-wise and confused the spio's stg44 with the ober ir-stg version, which iirc ignores some part of the cover penalties.
But he said that its the BAR that ignores cover.... |
I do think volks are on the weak side though not necessarily underpowered if that makes sense. StG44 volks trade poorly against all other mainline intantry in the late game-and mid game depending on the speed of upgrades.
I'm not sure they need a "buff" for what they are used for, but you have to be crazy to think volks are high on the tier list of mainline infantry.
The 1 bar in damage ignores (some) cover tho...
BARs have the same cover penalties as most other small arms-they don't ignore cover.
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About cap territory - from those 13 games NO ONE used cap territory, ever ONCE. I also had games when i ONCE used cap teritorry for t-34. It make this ability usefull on mediums? I also saw the game when kv-2 with cap territory won the game, it make cap territory usefull on heavies? But know in which unit i use cap territory more often? T-70. For light recon tank cap point - good fit to design. For main medium tank - not. I already spoke - cap territory on all soviets armor was part of initial gamedisgn WITH frost system. When SU armor could cap point while blizzard is going. Flare mines on almost every soviet infantry in past had the same nature - they gave vision in blizzard. Some parts of initial "frost" design are gone now, some not.
Cap territory isn't an amazing ability but it does see plenty of use even at my level. Hell, I use it at least once in any game I have a vet T-34. |