It appears however I could be incorrect that the commanders unlocked by the spoils of war are a sort of free trial for you say 24-48 hours so you get to play something before you buy it. But honestly who cares new expansion is a step in the right direction IMO and if you can ruthlessly grind premium commanders that would be great more power to it as it will only grow the community. |
To respond to the questions since I was not clear enough.
DISCLAIMER I DO NOT KNOW THE IN GAME NUMBERS!
This is purely a theoretical exercise.
Let's say it takes a Soviet sniper 5 seconds between shots with 2 members
Upon the death of one member of the sniper team the time between shots will be increased to 10 seconds until reinforced. Additionally regardless of where the sniper was in the previous cool down it will be reset as if it had just fired upon loss of a squad member. This will allow for 2 things.
1. Soviet sniper will be more forgiving however will have a cat and mouse feel with German snipers.
2. It will no longer be the only unit in the game that has 100% combat power at 50% strength instead it will have 50% combat power. |
Simple fix IMO. If one sniper model dies from the Russian sniper the Fire CD is doubled and reset at the time of death meaning if the osteer sniper hits the russian that the russian sniper will have twice the normal reload time before being able to shoot again. |
Kill one member of the squad and they are at 75% dps. They must be retreated at half strength. Build snipers, get shocks, throw a decent guard grenade, have penals in green cover, Mortar them, suppress with maxium, mines. All of these options are available to the soviet player prior to Pgrens hitting the field!!! Personally Pgrens are a joke to me in game as I have a multitude of counters available right of the bat and they destroy the Ost MP. |
I agree with 1# and 2#
Both very good idea's
But.. i don't agree with 3# Due to the fact if As soviet's you are holding Half the map equally to your opponent, You can place a T-34 on the field faster then an Ostwind/P4 9 times out of 10.
Me personally, i find Ostwinds not much of a problem to deal with, well placed AT nades and ZiS support, if a T-34 isn't placed on the field at the given time.
Besides, if you get hit with an AT nade, The ostwind is void until repaired, and can't be used to full functionality, due to the fact it can't chase down your squads.
Although the Ostwinds durability and mobility at times can be daunting, They're not at all OP for their price.
That is fair I did not intend to cry OP! at the Ostwind merely stating that balancing out the indirect assets as Germans have one indigenous that is rarely used due to teching structure it could assist in defeating a heavily dug in T2 player which I view as more of a break out unit and the cost of it is very high and would have to be debated. I guess my point is merely that I tend to see a lot of ostwind rush that ends in the German winning or quitting and I feel it doesn't add much depth to the game. |
Having played quite a bit recently I have 3 balance proposals that I think would put the game in an excellent place. The idea behind these is that one of these changes would be enough to greatly improve gameplay.
1. Increase CP requirement to 2 for both guards and shocks. This is my least favorite of the three I will suggest but it seems that guards when used almost eliminate the need for many standard infantry and shocks are very potent and for a noob at my level this can often be the kiss of death that puts me on the back foot the remainder of the game...
2. Require T1-2 (Sov) and T1 (German) before Shocks/Guards/Assault Grens can be deployed but keep the CPs as they are now. This would address 2 issues it would slow Assault Gren spam enough that the Soviet player is capable of establishing a numerical advantage capable of preventing the cut off rush and it would protect the German player from pure elite troop thrusts.
3. Switch the Ostwind and Panzerwerfer. This is by far the thing that I believe would benefit both factions. The Ostwind is a shock unit that can seal your fate very soon if you had a sub par early game and honestly is one of my least favorite units to field and encounter on the field the idea of a whirling death machine is not what drew me to this game. That being said the Panzerwerfer is a light unit capable of unleashing destruction on units from a far allowing you to engage entrenched Soviet players and force strong units off the field while still giving the opportunity of destruction as it is constructed of paper mache and balsa wood. |
Expected to see a lot of mines, Paks, sinking tanks, and Brumbar as obviously described in the description. What I was more impressed however was how you still kept playing despite what was happening in the first 10 - 15 minutes. I would've just given up right there.
On your opponent though, how'd he not spend some of the 600 munitions especially at that last critical battle? O.O?
Thanks man no idea about his Munition Management! I must say I have always been a 4th quarter man and this game clearly went down to the buzzer for me in VPs! |
Hard fought game against the new Shock troop meta. Enjoy some intense Pak/Mine action. If you are thinking about watching this keep in mind my first tank and only tank that gets used is the BRUMBARRRRR!!!! Enjoy the show!
-TradeMrk |
I think a slight adjustment in cost for the smoke grenade might do the trick that way it is less spammable and the player really has to decide if they want to break that los. |
I think the easy fix is that it cannot be fired into fog of war. That would mean that an observer must be present or combat with the unit in question must be taking place in order for the round to impact on target. If sight of the target is lost before firing either cancel the ability or cause the round to fall further away from the target. |