+5 fuel and self spotting TD is still self spotting, along with token nerfs to vet 3 pen is barely a nerf, at least in comparison to what happened to all the soft removed heavies.
Not a single non 4v4 RT player will miss heavies. They have contaminated meta for far too long.
They still are potent with proper army, they just aren't an army themselves anymore, which is great thing, because their mere existence before cock blocked at least 30 other doctrines across the factions. |
Nerf allied TD´s first then. The reason why everybody goes jeager or breakthrough is because of those units.
Boi do I have a good news for you in last 3 patches patch notes, Jackson was nerfed, SU-85 was nerfed and if you struggle vs firefly, then I feel sorry for you. |
Well, the current tiger ace is just the tiger with extra steps.
Because there weren't magical tigers with reinforced hitlerium plating and wunderwaffe gun, they were regular tigers with better then average crew.
And you have abilities that support that well tacked to it. |
Tiger Ace rework
While not necessary balance wise, this would help the Tiger ace and the 2 commanders it is in be far more unique, preventing them from being so similar to the other tiger commanders.
Right now, the Tiger ace is very similar to the normal tiger. For a slightly higher price, you get Blitzkrieg by default, can survive one more shot, can use emergency repairs and at vet2 suppression and longer sight range through spearhead.
This rework differentiates the Tiger Ace from the Tiger by focusing the Tiger ace on anti tank, as compared to the generalist Tiger. I think this also fits the name better, as Tiger aces were aces for the number of tanks they destroyed.
Rework:
Main gun AOE removed
Range increased to 50
“Blitzkrieg tactics” removed
“Spearhead” replaced with “overwatch”
Overwatch:
Requires veterancy 1
Locks turret to 90* frontal arc
Disables firing on the move
Decrease max speed and acceleration
Increases range 60.
Emergency repairs changed to require veterancy 2
That's an elephant with extra steppes. |
Simply do not use artillery if you have a problem with counter barrage. Artillery is for the most part a cancer in this game and the less reason to use it the better
Cold tech is gone from the game, you can't relay on HMGs just freezing to death anymore. |
Balancing applies to both sides.
OP skills and units are nerfed regardless of the side they are on.
Cope. |
You analogy is simply of mark.
How?
You want to strip basic functionality of a unit and limit it behind a cooldown and/or cost and are calling it a "buff", because there is now extra button to press on the UI. |
Because adding an extra ability is actually a nerf according to you.
I just had the BESTEST IDEA EVER!
Lets add an ability to grens to buff them!
You now need to manually click for each rifle to shoot!
If it'll be too weak, despite it being a buff, because its new ability, we can make it into a timed ability, where grens will shoot in regular way at muni cost.
Its a new extra ability.
Its a buff. |
Hannibal is 100% right about the role of population.
Higher pop usually means more expensive unit, but we've had more then enough examples of balancing by changing how many units you can realistically fit into your army through population, churchill would be shining, gold example here. |
Obviously if it stays too strong it is bad too
Let me remind that penals were "OP" until they weren't and they only got buffs since that time and still no one semi-decent has any problem with them anymore.
KV-1 have seen similar re-emergence right now, but it'll go back to being just another tank with rec dmg to raw hp change as getting them back in action is faster now due to ce/pio repair speed buff with sweepers.
Once they'll have more downtime, they stop being so prominent, just like penals stopped being op all of sudden once people learned how to play against them. |