What Centaur and m15 have to do with this? They work the same as ostwind AA.
What car based LV are there? You mean like tier 2 222 that should be beatable by tier 3 vehicle? USF AA HF and OKW FlakHF are all T2 so obviosly they should be worse.
You can only compare Quad to Oswind. Ostwind has better armor, pintle mg (with suppression bulletin), it counters Stuart, AEC and T70 trading that for worse AA capabilities. IS that not a fair trade off? You want Ostwind to be the best in every single way?
What Ostwind has to do with Quad? I dont get it, you was shown a comparison of Ostwind vs Quad in AA, you can replace ostwind with any AA unit you want, results will be the same.
I said, if you take ANY AA unit, from ANY faction, ALL of them like: Centaur, M15, bofors, Ostwind, AA HT, Mech HQ. Perform on the SAME lvl in their AA capabilities. Some might be better some might be worst, but they are still comparable and there are no clear winners.
What is this retarded aurgument that Oswind can do X thing thats why Quad has to do Y thing, more over Y thing has nothing to do with X.
In regards to your claims that ostwind has armor and can counter bla bla. It has nothing to do with unit AA capabilities. My reply was addressed to Angelus, who claimed that lowering AA perfomance to have same general lvl as other AA units, suddenly would make Quad useless and pointless to have.
It can still be best AA unit hands down, but it shoudnt shot down planets in a blink of the eye using communist laser beam tecnology. |
All cool, except Centaur and M15 perform just as ostwind, maybe slitghtly better\worst. So your aurments are honestly quite irrelevant, because out of all AA units Quad is the single one which is broken in AA capabilities.
Quad is not AA specific unit. It provide great suppresion, can counter car-based LVs and have very decent damage. Its a mobile almost insta suppresion platform and great support unit. |
It probably simply has to do with the sheer volume of fire the quad delivers that 4 barrel of MGs firing.
The problem started when it was patches and its AA capability was increase by around x33 times, which is a crazy buff.
Maybe. Best way to understand why it works like it works, is to check how mounted MGs\222 work in regards to chances hit chaces and accuracy.
I'd sooner all AA counter one click looters than none. At least AA takes up pop cap.
I still dont get this hate regarding planes. Thunderbolt\CAS\Overwatch assault are noone near in terms of BS compare to some arty abilities. Which usually cost the same ~200 muni but cant be countered at all. Like soviet AT overwatch for instance, UKF bombers or OKW sector assault. |
Each AA unit has x chance to DESTROY any plane. Units like Ostwind have a higher % but since they shot less the actual chance is far lower. I think Mirage once tried to change it in either a preview or personal mod but it never made the cut to be implemented.
Yeah. You are completly right. I've checked it in mod tools. Pretty much all planes have 1000 armor and all AA units have a modifier on deflection to either insta destoy or do nothing to plane. Oswind for instance has 24% chance to destoy it and Quad has 10%, Centaur 16%, M15 and OKW HT 17%.
All other AA guns in the game have projectiles even Centaur, while Quad dont. Maybe its connected to this or ROF or something else. But its just most likely just works uncorrectly.
All single pass planes are pretty much impossible to destroy in a real live game. Period. In test scenarios you can have the AA unit perfectly aligned, with vision of where it's coming from and no targets blocking it from firing. There's plenty more of single pass planes, though they are not use at all. It's even worst with recon/smoke planes cause there's a bug which i have reported like several years ago that planes that provide vision will provide vision towards a direction on the map while they crash. Good luck stopping people from recon + offmaping your artillery pieces.
Can be fixed btw. All planes has separate entities for each ability, meaning accuracy vs specific planes can be ajusted and modied, same with them providing vision. Dont know where I gone with it, but point is it can be ajusted of some one in balance team decide to do so.
On 1v1 and in a lesser way 2v2, having a dedicated AA unit is a luxury which you pay with mp/fuel/popcap. Calling an offmap is a 1 click wonder. If things like mines and demos get hardcountered by the mere presence of a minesweeper i don't see why AA units shouldn't be doing exactly the same.
True and no so true. Bad comparison, mines dont cost you more in terms of resources, not to mention that by having minesweeper you sacrifice one squad fighting potentual. Also minesweepear counter offensive mines (frontline ones), while defensive mines are not hardcountered by it.
But point is. In best situation, single leiters should be easier to punish, but it should be done my manual ajustment, not by crealing broken units like quad. |
Planes are batshit broken, not the AA. Specially in terms of "effort" required to deploy vs countering them.
If you want to use planes, take down AA first. Most if not all single pass planes achieve their objective before they can be taken down. So AA is mostly used to counter loitering ones.
Um.. sure but it doesnt mean that AAs should operate on Quad level. Only skillplanes AAs cant counter properly are fragbomb, IL-2 bombing\rocket run well and british bombing run, they indeed will most of the time deliver their attack before they are shot down. Well and USF thundebolt is quite tanky and hard to destoy, compared to IL-2s strafing runs lets say or british ones.
But it has to with planes stats probably.
At the same time CAS and Overwatch abilities are completly countered by Quad, they at best can deliver 1 strafe run each before being brutalized by it.
Fact is fact AA HT\Ostwind\Centaur provide more or less reliable AA capabilies, without being over-the-top and you can play around it. Quad HT shut down planes by farting in their direction.
You can freely check in cheatmod how much time it takes for littery any other AA unit in the game to kill planes (which are in most cases having more or less same perfomance) and how broken Quad is in its AA perfomance.
If in your opinion planes are batshit broken, then planes should be ajusted via timings\speed\armor\HP, because they are units after all, with proper unit stats. Make a research, look at stats, because I belive no-one did it and no-one even touched them, they were left as they are in a messy state.
At the same time Quad in its AA capabilities requare a fat nerf regardless of plane ajustements.
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-Penals, decrease build time. PTRS + Satchel requires unlocking AT/Molli package.
Honestly penals in general are very strong but quite expensive early on. I would rather see them more affordable early on, but less powerfull shifting their AI via some sort of upgrade or maybe as a passive T3 unlock. I think, macking them faster to get, might make them a bit too strong for teamgames.
-Zis, increase cost of barrage or controversial, swap it with Tracking.
I belive smoke barrage would be better, I think soviets in general can benifit from having more smoke options, considering stock mortar is meh and only other source of smoke are shocks, which have shared cooldown on nades.
-Monitor the M5. I would like every AA unit to be as good as the Quad. Though it could be tweak down if it can't be possible.
Tbh its pefromance against planes is badshit broken. If anything it should be toned down to Centaur lvl, because it just deny all air-based call-in the moment they are in its range, making them completly useless.
-Ram: i think a plausible way to tweak, at least for the T76 variation (so maybe keeping it the same in the T85), is to remove engine overdrive and make the ability cancel the moment it takes +80 dmg from any source. Or make it a skillshot (it can no longer maneuver) as it just goes forward, it doesn't cancel on dmg but any hit reduces it's speed.
Maybe some sort of a speed boost for quick flanking\body blocking which gives temp slow after usage. |
OKW and Soviet suffer the same issue
They are not.
OKW suffers MOSTLY from bad tech tree, lack of early game snares without commander, over-dependace on SP and keeping them alive and constant muni starvation for all crucial things needed.
Also over-all meh Volks perfomance when upgraded\vet inf hit the field, while being slightly cheaper, but almost always out-classed by IS\Rifles. They are good with vet 5, but if you lose your higtly vet squad it would be almost imposible to vet new one past mid game.
Soviets suffer from their whole mid game powerspike being concentrated in 1 unit, while cons in general gain nothing untill T4, meaning that compare to otherfactions, your midgame inf play is a bit lackluster, forcing them to rely on mines\flames\T70\elites\commander abilities.
Even Brit are on a similar situation, Tommies are good because they lack an LV to fight infantry. Nerfing them not only weaken the faction at a time being during the game but for all the game because they're too important. USF suffered the issue with RMs until they revamped the faction.
Tommies are good because faction has been balanced into second USF. UKF have all the tools needed early on (aside from counter-sniping) to provide very strong and prominent combined arms force. You have access to MG, you have acces to Universal carrier which can support and help you flank with decent damage. But all this went to poo-poo. Combined arms was turned into 4 IS into fast T2 into bolster into AEC. |
If they pump out such ridiculous amount of specilazed AT stuff, you should just not use armour and comfortably overrun their infantry
Tommies\Upped Airborn\Soviet elites\Upped rifles are laughing somewhere. Deploying 2-3 Jacksons\2 coments\2-3 SU-85 doesnt hurt your inf play. In teamgames ofcourse. |
i already said it... the moment volks/grens get weapon upgrades conscripts are gonna be fighting tooth and nail to survive... unupgraded conscripts cannot compete against LMG grenadiers or STG volks and the icing on the cake is that your MG is outright worse than both OKW and OST MGs....
and before you say flamer imma say now that ost gets a flamer aswell while OKW can just blob you to death... and before you say maxim ill say MG34 (which is better than the maxim)... and the flamer will not compensate for the fact that your mainline infantry and your machinegun is worse than theirs
You are acting like LMG grens\STG volks feels like they are obers vs Cons.
This is blandly not true. While they are stonger and they would win 1v1 firefight if both stand in equal cover, it doesnt mean that they render cons absolite. They do have upper hand in a fair fight, but possitioning\flanking still alow cons to win engagements or at least force grens\volks to retreat after firefight.
Not to mention that un-upped grens would lose at close range and will win at long range. Volks at best will be forced to retreat after firefight if cons engage at mid\close range. So cons are hardly worst then grens\volks in early game. And non of them are CQC inf, meaning that even if they are stronger they have to keep distance and cover, so they cant beat cons in a blink of the eye if they are in cover.
Also OKW cant get mg34 strate of the bat, nor they can freely upgrade all their volks in a blink of the eye. Having flames against OKW would mean that you either force them into muni starvation because of medkits or force them into med HT, meaning much easier time for T70.
Not to mention that all upgrades comes by the time your can have your commander units unlocked. I dont see the problem, that 240MP unit looses to 240\260MP + 60m units in un-preferable environment. |
While sov and OKW can be considered the weakest. Reasons why they are couldnt be more different.
OKW is the weakest because of pop-cap, over-reliance on certain units, VERY punishing tech, unability to answer cetrain things properly.
Soviets are the weakest allied faction. At certain points of the game their powerspike is concentrated in 1 unit, and they in general weak in mid game, due to lack of upgrades, but in terms of bullshittery they are not even close to being OKW.
But they dont struggle even as close vs Ost\OKW, as OKW stuggles vs USF\UKF. This is speaking about 1v1, speaking about 2v2+, double OKW is much-much worst case scenario, then double Soviets. |