I don't think the vet3 RA bonus is unbelievable. Experience does help avoid fire. You can easily see this with any fps game out there. Noobs are poor at dodging fire, experienced players are more difficult to hit. Considering the massive accuracy bonuses axis troops get with their veterency, it should more or less cancel out. I'm not advocating sloppy late game play, but I also don't want to see riflemen get outclassed in late game vet where they can't contest valuable land, It's the only reasonable fighter USF has that is non-doctrinal. Both axis have 2 choices. |
Lets make it simple - stuart is really powerfull, not impossible to beat, not super OP and not a godly 5 dimensional creature like the usf mortar, but definitely a must go in every 1v1 match.
And the mortar, well, the mortar is just OP as hell.
Ok, that's a more sensible assessment and thank you for specifying the game mode it best applies to
Don't forget vet3 terminator riflemen with double LMGs
Grens are pretty bad ass with their lmg at vet3. It's pretty common for me to lose 3 or 4 entities from a single mid-long burst. It's kind of hard to fight that, just as it is with the vet3 dual lmg rifles. Obers aren't too nice at higher vet either. Actually the only LMG's I haven't seen be a max vet nightmare are the British ones. |
That was a pretty offensive response to general advice. I watched the replay of Jesulin vs DevM finals and they tripped on mines...I guess they are not top material, like you are.
I'd like to see some replays of these godly stuarts, they have never been too useful for me. I'd rather have a luchs. |
I'm going to go with good, there are some things I would like to see them improve on, but considering the age of this game and they are still supporting it, that is more than other developers would commit to. |
Voting has it's place in all this, I think it should be done. However, it is not something that is superior to collecting this information into a database. I don't know your experience with database, but if you have not built and used your own then you likely don't have the full grasp of the information power they yield with good data.
Allowing people to state the things that bother them most, organizing it into a database, and then using that data to find the most commonly reported issues with the current patch would be way more effective at finding priority issues than a thread on multiple forums. You need to keep in mind that Relic has limited time to monitor forums. The database is much better on time then monitoring forums. 1 good query and all the information is revealed.
Now they will likely come up with more issues than they can fix, so this is where voting is good, because then they can present the top 5 - 10 issues in forum threads and let people vote on what they want prioritized. So what you're saying isn't bad, I just disagree that it's the best choice as a starting point in this process, considering time, cost, and scope goals for releasing free updates.
I would however, like to see the data collection actually linked to users. This would prevent someone from submitting the same issue over and over again (with the right query of course). It would also prevent people who do not own the game from voting. Organization is key here. |
I think you're mostly talking about 1v1. What kind of level are you at? You facing average joes, noobs, or the more sophisticated players closer to the top?
If the mortar is your problem and you don't want to use a grw, maybe consider grens and sniper? It's hard to tell because we don't know the timings of these engagements you're referring to.
Maybe post some replays highlighting your performance?
Grens are better than riflemen if you can keep them mid to long range. If you let them get close, espcially if they have bars, then you will lose. Fortunately you have a mobile tool to encourage the range you want, mg42. Just keep it behind your main force, outside of mortar range. If the rifles come too close, they get suppressed by the MG. If they stay back, they lose at range. The only thing that becomes a problem at that point is the mortar, but you can move around a little to dodge the mortar. If you outnumber him, then you can just engage the rifles with one squad and move another squad to attack the mortar at the same time. Can't be in 2 places at once.
The Stuart is pretty easy to deal with. You just save up the munitions for a teller mine and place it smartly. It's going to blow up if it runs over the mine. If it doesn't run over the mine on it's own, just encourage it with bait, like a 222 or sniper. Get a pak for backup in case he magically avoids the mine. When people try to escape from pushing too deep into enemy territory, it's common to just reverse back to base, without any kind of special avoidance, so the mine will get tripped. Panzer grenadiers with shreks might also do well if you're good at surprise attacks.
The Coliope is a bit more difficult and I think the best advice I can give is not something unique to OST, but to dealing with indirect fire period. You need to know what your opponent is trying to knock out and mitigate that. Usually this is going to be your main infantry, so the solution is to spread them out at rest and do your best to keep them out of view until you're ready to use them. If you know the enemy has just seen your force and you hear the noise for the rockets, change your trajectory. You need to do something unexpected. Usually the prescence of the caliope is going to mean you aren't going to see many tanks, so this goes back to your replay because we don't know what you're spending an equal amount of fuel on.
To solve my problems, I typically use a mental strategy I call attacking myself. I just look at what I have and figure out how if I was my opponent that I would attack myself. Then start closing up vulnerabilities. It's very defensive, so like most people you may not like it.
If you are getting flanked a lot, consider placing mines along common flank routes. This will make it challenging for poor planners to attack you from flanks. It doesn't matter that they can see the signs, if they don't bring a minesqeeper, they won't get through with much health. Also, you can place those MG bunkers on your flanks, instead of on the fronts where they will meet heavy fire.
Link to some replays so people can give you more accurate advice. |
They may be doing that on the back-end. The google form is pretty simplistic and I'm not sure how they are handling the form submissions, but I hope that they are entering them into a larger database. That database should be able to stamp the current game version to each submission received. Then they would be able to sort balance complaints by patch. |
This is not a waste, this is something they should have been doing for a long time now. With this form they can begin building a proper database and actually organize this information to prioritize what the community really feels is bother them.
This is like the difference between having a crowd clap for choices (where whatever gets the loudest clapping wins) and actual votes where the votes are counted and given a numerical number.
The way things work now is absolute fucking chaos. If balance bothers someone, they go to whatever forum and bitch, hoping to gain the support of others. This results in opinions spread over multiple forums, multiple forum topics within each forum, and often the same people visiting each one.
Tell me, how the hell is it humanely possible to go after things objectively in this manner without bias? Sometimes there are things that are just obvious and have unanimous support. Other times, it's hard to see.
Making this database will allow Relic to organize this data properly and formally to address the needs of the community. This intelligent use of data is something I want more of from Relic and other game developers, who already need strong data programming skills to make their product to begin with. |
Ok that makes sense. That also makes it harder to gather some of the details of the game. Not impossible, but some system would need to play out the game and record the events, which would likely need to be a modified application. |
I wish I could cite an example but I have read comments from relic in the past, where they would reference a data store of aggregate community statistics.
What I don't understand about the replay file is how it removes the luck from the game. If in a replay a sherman shoots at a panther, it doesn't always penetrate. So the replay file has to be able to tell the game that in a particular engagement, the round did indeed penetrate. So every time the replay file is played that shot always penetrates. Same for small arms fire accuracy and where arty shells landed. These things have to be done exactly as they occured or the replay file has no integrity, rendering it useless and corrupting the outcome. |