okw infantry balance could not fit in the scope for this balance patch for whatever reason. hope we dont have to wait 3 months for next next patch.
edit: it is a valid point though. from what i read from "developers" of this patch, i feel that you guys thought of this as part 1 of 2 due to limited scope.
Right, 2-3 months of potentially broken balance and worse yet, what if the second patch never comes? I don't understand limiting the scope to certain factions. If you have to take more time on the patch to look at all the factions, I'm sure the game would be better off for it. |
Unfortunately, changes to OKW infantry were out of scope for this patch.
Since the focus of the infantry changes was to balance Penals/Guards around Wehrmacht infantry scaling, we expect OKW infantry will overperform against Soviets who now don't have as (overpowered) scaling infantry. OKW and Wehrmacht infantry scale to completely different levels of potency, so we couldn't do much to make them both without being able to touch OKW. Hopefully if we're able to another patch, we can tone down British and OKW late game too, to really equalise infantry scaling between all fact. I suspect we'll see more Soviet Snipers or Maxims against OKW as a result.
In the 15 or so Soviet games I played internally to test, I found Penals and Guards were still scaling very well versus Wehrmacht infantry. Penals have really good vet bonuses, especially with "To the last Man" Conscripts, however are a different story.
Isn't sticking your head in the sand regarding one faction a completely backwards approach to balancing in general? Shouldn't you be trying to find a balance point somewhere in the middle when it comes to Soviet infantry facing both OKW and Wehrmacht? I don't see how you can just pretend like one faction doesn't exist. Try to find balances that work against both factions, and then compromise and put it somewhere in the middle. Otherwise you're just going to get what you mentioned, complete OP infantry from OKW vs the Soviets. |
If the game is so bad why don't you just quit
Because then "searching for players" will change from 96%/4% to 100%/0% |
You are right and wrong at the same time.
The test sample, in this case, is in fact, too small. A Test sample needs be somewhere ~1.000 to be accurate.
If you have a sample of ~1k then every other sample higher than that, 10k, 100k will change or deviate the 1k statistic by roughly x<2% (at most, it's actually closer to 0 < x < 1 ).
How can you just pull a number like that if you don't know the total number of players? |
Yep, just needs a fuel cost of some sort (150?) and it'll be fine. |
Agreed with pretty much most of the OP's points. Soviets won't have a chance against OKW in team games once the ISU nerf takes place unless there's some other big changes. |
Good riddance, it's about time they nerf that one shotting monster!
*wipes 3 retreating squads and an AT gun with one Stuka barrage* |
Maybe it's time we stop listening to balance "suggestions" from people who can't crack the top 1200 in any game mode. If you're having issues as OKW right now, the issue isn't the balance, it's you.
Watch replays of people who know what they're doing and actually try to improve your game instead of just asking for balance changes because you can't win. |
I use the ISU all the time and I'll be the first to admit it's OP, but it was the only thing keeping the Soviet team win rate artificially high (which is still below Axis rates). Good luck now trying to wipe blob after blob of vet 5 Volks mixed in with Obers. |
lmgs are the core of the problem. long range units are much safer and also more effective to use than short range troopers. together with good grenades on some of these infantry, they can fight smg troops in a pinch or rape them from afar.
there is no fun in infantry combat once lmg upgrades and obers come to play.
It'd be nice if there was actually a downside to choosing lmgs, like disabled grenades or disabled AT. |