Ok I have 2 Ideas for fixing CAS. One Easy one Hard.
Easy idea: just change out the ammo conversion with the ammo drop from the other commander. This way they have to us some manpower(Ost main weakness), and have to have an ammo point for the full effect. Again this dose no not make the commander unviable, but dose punish the player for spamming the ability, and give the other play an opening.
Hard Idea: this idea i came up with as a way to make AA viable. What you need to do is give AA platforms (M3/sovs, Ostwin/Ost, AA-halftrack for both OKW/USF) a set up ability like the american AA-halftrack, but make it so enemy cant call in airstrikes in that area(good size), while the aa gun is set up. Now i am not talking recon runs, the aa can just shoot at them as normally and recon is not something that should be gotten rid of. Sutcka dive bombs, all staffs, p-47s, and any other airstrike on the other hand should no be sent in. This would achieve 3 things.
1. allows all air strikes to be powerful call ins. i mean if this michanice was implemented i don't see any reason for all air strikes to as good as the old il-2. I would say it would add depth to the game with each side trying to get the other aa down so they could call in the Air Cav.
2. would give all implacement like pak-43, and artillery a place in the meta for at least 2v2+. With the AA covering them, they wouldn't have to free stuka dive bombs. (which is one of the main reason for arty not being viable)
3 it would give aa unit an important role in the game. And, like i said it would had a whole new layer of depth to the game. |
Granted this is in team games, but i have been finding captain to be the best option right now. Cap + Airborn gives you all the support weapons, and the howly dose can help brake mgs. And, buy this i mean scare the OST to mover his mgs right before you send in your inf.
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Well here is hoping that relic looks for, and makes map that fit these criteria. Especially because everyone that has posted, agrees. |
Cost decrease on T-34 won't help much. In fact it will make things worse as it will make first T-34 come faster which will cement good early game for Soviets.
But the main problem is that cheap units without late potential are not viable (conscripts, anyone?)
Also, why not just wait for the patch?
+1 Hit it right no the nail.
Maybe upgrade to OT-34/76, which will change frontal mg to flame thrower,


something like 100-120 mu (so you can't spam them), only frontal usage (very small ark), worse flamer characteristics than KV-8, generally - quite bad flamer, but flamer with it benefits. It was one of the most mass produced flamer tank of WW2 - 1170 OT-34/76 and 331 OT-34/85. It will solve - 1.performance against infantry, 2.late game potential, 3. munition float for SU, so you will chose between more mines/demos or T-34/76 upgrade.
This could be a cool way to achieve a reason to even have a T34 late game. I really think that a lot of problem with unit scaling could be fixed with some good upgrades.
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It should not favor any specific faction or starting point.

how do you do that? How do you make a map that is equal for a faction that is all close range imf that have no long range damage, and a faction that is all long range damage, with little closes range abilities?
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Tiger dies sooo fast. Just doesnt deflect shots the way the IS2 does.
Plus its slower which means ALOT for a heavy tank. IS2 rarely gets flanked because its so fast while the tiger just gets run down. IS2+incendary will kill tiger and pak support and T34/85s + Mark target + 120mm also kills Tiger and paks. Jackson can just Kite the think to death. Tiger is only decent in defense IMO.
Just smoke/blitz, and support your tiger. Every scenario you should here should kill your tiger (if you engage/ or stay to fight it), because it is way more resources then just one tiger. The way i see if anything you loses a heavy tank, be it a Kt, tiger, or a is-2 is because you messed up. All heavy have way to much health from them to be just killed, unless you put them in the situation. |
The more and more I play this game the more and more I think there is almost no real way to make a balanced map. I think this is the major reason we get maps like sitar, stalingrad and misk. With this is mind what do you all think a the key factors that are need to make a map balanced?
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I am missing the meaning here?
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If anything just drop one of the 3 PTRS from the Con package.
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Think it would need a little bit of a Fuel increase, but It would be nice to not have m,y IS2 missing INF all day. |