From what I got playing USF and Wehr - USF was much-MUCH more finished then the Wehr imo.
If we ignore of the balance problems, OP units and abilities, on a fundamental level Wehr had some serious problems.
Like for instance this whole idea behind Luft\PG tiers is cool, but luft was wastly infirrior to PGs in pretty much every single scenario, it was playable but totaly infirrior.
It is also pretty clear that Wehr is kinda not supposed to have both T2\T3 at the same time, without being punished for that res vise. This only leads to the fact either both tiers should be equally strong or we will be left with soviet T1\T2 situation.
Upgrading T1\T2 is also badly thought out, because you was able to get stug\wilberwind at 8 minute mark if you rush it. Pretty much at the time USF got access to LVs.
So idk, for me Alpha just shown some working and not so much concepts, but I think it was rolled out way to early. Because, as I was saying, it felt like wehr was just quickly made up into its MP version from SP, while USF was more or less in a finished state.
Also it wasnt helping, that we didnt exactly know what is finished and what is not (aside of oblivious things). Like for istance, is damage retreating squads recieve is the new vision of the gameplay, in other words that game should have more wipes like in vCoH or they just didnt properly balanced it up.
Relic really should have given at least some sort of a guideline on what we should have been looking at and about what feedback is needed.
It wasnt the post which led to bad. It was the post which gave reason to finnaly ban him. This is pointless discussing how bad the words was, when he was clearly banned just because he behaved like an ass back in previously.
Whole thing is not done "by the book", its just the community getting rid of a guy with bad reputation, who pissed a lot of people off.
I highly doubt if any, even top player, would PM Sturm or AE that he will go medieval on their asses, would have resieved a ban. ML ban maybe, depends on pride, but not the gameban.
Kimbo on the other hand, behaved like an asshole, had history of bans and suspensions, people got tired of him and wanted him banned, he gave them a reason which cound be interpreted as an violation worth permaban. And he got it. Joke or not, seriously or not, it doesnt matter.
Ban was most likely resieved because Luvnest was featured in one the Relic developers diaries and probably this was the reason why ban was given. This official reason probably.
Un-officialy no-one really would have care this much if not the bad reputation, the fact that games were played with cheater who is avoiding ban and honesly I think that after all the drama with seeking kimbo was already in a target list.
Only reason was needed. But I mean, even if we consider that community members indeed wanted him banned (which imo has very high probability) but didnt have any reason to do it so, Kimbo himself brought it on himself and gave this reason, since he should have lay low. It was firstly for temp ban, now its permaban.
Well target eliminated I guess and officially its 100% justified.
Thing is. Zoom is a bit inconsistent right now. For instance, if you can clearly see it on this screenshot:
As you can see base terriority has greater elevation therefore you can see how much bigger pio on left is, beach on the other hand has lower elevation and look how small pio on the right is. This is max zoom out. Its actually a thing for 1v1 map, 2v2 maps have normal zoom level across the board.
I belive in SP alpha cameras min\max zoom was actually changing dynamicly based on the elevation, but it was super fiddly, with camera jumping around. At least it looked awful druring first preview, because even small elevation changes affected the camera.
As for the zoom, I think its in the right spot anyway. But if anything, there at least should be min\max elevation parameter, so camera would only be affected in drastic situations like on mentioned 1v1 map.
The only problem with it - you get a lot the second you pick it. The earliest you pick Marchal the faster you get his buffs. And imo this is stupid desing.
Picking Marshal is supposed to be about either reacting to what enemy is doing and picking the best option or picking the one for particular game.
But right now, I'm pretty much forced to pick it and gamble a bit, because I cant afford to wait and see what happening since I'm missing vet buffs and nades on my mainline.
I personally wouldn't put the leIG into the same "tier" as the 120mm in the sense of expecting similar performance. I find it closer to normal mortars, but in the end they all fill the same role so comparisons to all mortars are fine. I just don't want the discussion to drift to the typical "but unit A has this special feature which makes it too strong compared to unit B", all the while neglecting that there are huge price differences or something similar. Not saying you did that, but you get the point.
Performance is not the point, its merely a reference point. We might aswell bring all mortars and look at them in this context but its rather pointless because closest units to 120mm are Paks\IGs.
Point is being that 120mm mortar surviability is blantly unjutified by anything aside from it being a commander unit, sure its more expensive then regural mortars by so are the closest units, sure it take more pop-cap but so do closest units awell. Sure 120mm might be marginally more expensive and take few additional pop-cap or be marginally weaker in certain situations, but its blantly a mile away when it comes to staying power and being countered.
Even if we forget about other units completly, even in a vacuum, I still cant find a single reason why 120mm actually needs its surviability or what its compensated for, thats the point.
There is some trade off between damage and survivability.
The PaK Howie is usually similar to even better than the 120mm. The leIG is somewhere in between normal mortars to the Howie/120mm. Usually closer to the mortars, but takes the first place. We also should not forget that the 120mm costs more population and compared to the leIG, also MP.
Lets be honest here pak howi while sometimes can do more damage then 120mm, its clunky AF to use, has hell of lot models to reinforce and being decrewed with a lot more models being alive. Also, you rearely can play super agressive with your pak howi to begin with because of mentioned reasons, while you can do it with 120mm mortar since its generally just harder to lose it resulting more aressive placement therefore less scatter because of the range, so its actually questinable which of the units will deal more over-all damage during the game.
But in any case, even if theoretically or practically Pak howi is better in damage across the board, 120mm godlike (in comparison) survivability is not a fair trade-off, considering damage difference is not that huge as the one in survivability department.
IGs is cheaper I agree, but its cheap cost is the result of its perfomance, since its close to being useless unless using its auto-fire. But my point was that all three units 120\Pak\IGs are units in the same tier, I mean even 120 autofire was nerfed to be in line with them, so I think its kinda fair to look at them as a comparison anyway.
I like how it went into discussing damage, which is fine. Survivability of 120mm isnt fine, not its damage.
Its being placed in a tier list with pack howi and IGs, but both cant retreat and die fast enouth even to weaker counters if played incorrectly.
120mm not only has supperior firing profile (since mortars arent effected by shot blockers as much) but also have the best survivability and retreat on top of it. Its just too much even for a commander unit.
I would have undertand if 120mm had the shittiest range therefore it needed its survivability, but its not. There is not a single reason for a unit, which already can outrange almost all awaible counterparts (untill rocker arty) and effectively stay out of a danger, to have surviability of a frontline unit and firepower of a glass cannon artillery piece.
IGs at least have the worst AOE and the wost barrage, Pack howi dies like a fly if placed agressively or being fired upon but 120mm dont have any of mentioned disadvantages.
There shouldn't be and cant be any comparison with JLI at least for one single reason alone.
JLI are awaible when you already have your inf roster more or less established.
Paths allow you to skip one, multiple or all rifle squads, meaning that you have your pop-cap freed for other units.
JLI on the other hand comming at 1CP already meaning that okw player will have at least 3 volks squads and 1 sp, and all of this eats pop-cap.
Tecnically OKW can lose thouse volks squads later on and replace them either with JLI or other elites, but its a huge MP dump and huge MP advantage for opposing player.
If JLI were 0CP inf with G43 locked behind grade, so OKW player would have been able to skip volks and use only JLI then this comparison could have had its place.