I broke up my hopes in multiple parts to promote narrowed good discussion with less derailing.
DISCLAIMER:
Please keep the discussion around these 4 topics. Remember the fallowing:
Just because A is unfair does not make B unfair, they are two different entities
Just because A is fair does not make B fair, they are two different entities
There is asymmetric balance in this game, do not compare two units directly in similar roles
(think about everything, timing, cost, role, multi purpose, etc)
Keep anything to do with fan boys out of my thread, there is no place for it
This part is focused on the USF
So I think they did a really great job only slightly chipping away at the M15 halftrack. Maybe it could use a slight bit more toning down, but really I think that if Ostheer have a slight BP1 fuel reduction the Ostheer player should have ample time to get the proper counter in time.
The dodge truck needs to come down in effectiveness slightly
I have heard that USF Popcap is utterly broken in team games, this is a tricky situation to fix, I have no clue how to address it
Bazookas are absolutely abysmal, they need a slight damage increase or price reduction because in their current state they are not at all worth getting
I think rifles damage at long range could come down a bit
Assault engineers need a slight buff at vet one. after vet two they become awesome because of the reduced incoming accuracy bonus, but prior to them they are really only good at killing volks (sort of) and pioneers. beyond that they are solely used for demo charges
M1919s need to some down in effectiveness
Bars themselves are relatively fine
Can we please get rid of these vetted riflemen? It really screws over balance for negligible MP cost over regular ones.
I think easy 8s are fine after call ins are addressed
M10 wolverine utterly blows, its like the SU76 had a bastard child and gave it to USF
Major arty barrage comes in too late to ever be effective. You might as well always drop the fake flares because you will never hit anything that moves
Easy 8s need a slight increase in cost to better represent their performance (being too awesome)
Some of you have noticed, others have not. If rifles get addressed, Vet rifles get addressed, and Ostheer gets slightly buffed then the USF will undoubtedly be the weakest faction. Basically its only large advantage of the early game will get slightly weaker allowing Axis players to more easily mitigate the damage delt by the USF and hasten the late game where USF is moderate at best. I think the main problem with why USF struggles late game is this miss conception of "swarming" many worse tanks against a better tank which rarely happens (unless they are saving for an expensive ass call in tank). Generally you'll see maybe a one tank advantage against your opponent which as the late game progresses you need every ounce of armor advantage because Rifles start to get melted by OKW superior infantry and Ostheer better combined. arms Both axis factions have better vet rewards as well for the most part. There is a reason Axis dominates team games, and should some of these changes take place for better balance USF will need to get a buffed late game. My opinion is that the fact that the USF tanks are soo expensive in fuel and in pop cap you cannot hope to really swarm Axis tanks. Think about it: if two sides has the same amount of stuff they can take, and one side has worse stuff, they will be of course at a disadvantage. That is basically what is happening late game. There ends up being a P4 and a tiger vs what, three, at best 4 shermans? Good luck taking out that let alone if there is a pak near by. The worst part is unless you go airborne for paratroopers or M1919s USF infantry and teams melt just like Soviets against late game axis infantry unless upgraded to double bars so you pretty much have to have a tank dedicated to killing infantry.
My point is to let people know the bigger picture about the USF, I dont actually know how to really fix teh late game. |
Relic said the Soviets are supposed to have an expensive yet highly costly combined arms, hece why most people go for one true and thus inflexible |
Love how there are 3 parts to an allied thread. Yet the other two are never locked. Yet again COh.org pro-allied scum. Despute the game in a broken state favouring allies heavily it's probably because the OP ran outta time and has not gotten to parts IV and V |
I do agree the Stug E over preforms a smidge but Someguy is right, it fits the category of AI call in tanks and should be left alone. Plus it fills a great role against early light vehicles of the allies |
Dammit google chrome! you copied my last title  can some one change it to
General Balance Hopes Part III?? |
I broke up my hopes in multiple parts to promote narrowed good discussion with less derailing.
DISCLAIMER:
Please keep the discussion around these 4 topics. Remember the fallowing:
Just because A is unfair does not make B unfair, they are two different entities
Just because A is fair does not make B fair, they are two different entities
There is asymmetric balance in this game, do not compare two units directly in similar roles
(think about everything, timing, cost, role, multi purpose, etc)
Keep anything to do with fan boys out of my thread, there is no place for it
This is probably the most debated topic; Soviet and its faction.
Now this faction as a whole according to Relic is supposed to have a pricey but very effective combined arms. Unfortunately this is not the case, and I would like to point out like many others have in the past such as Napalm that the biggest reason is that Soviet core infantry is abysmal.
So even in top level games you see similar things, mainly never a balanced unit comp. usually games revolve around one or two main units (generally a call in unit and snipers or maxims) to hold your opponent off and bleed him of manpower because Penals and conscripts scale so poorly. OKW and Ostheer combined arms are incredibly effective along with their core infantry which do so well.
Soviets are really in a hard spot concerning balance. If the cheese is nerfed then Soviets are left with an army that pales terribly in comparison to the Axis factions. On the other hand if the core infantry are given defined roles and better scaling Soviets will dominate even harder. I honestly do not know how to fix it. Nerf soviet weapons teams because they are 6 man and we have the 2nd month of release where T2 is literally dead. Nerf sniper teams rather hard and T1 drops out because T2 is a much more reliable platform to base an army around.
Units that need help:
SU76 needs to get a performance similar to the StuE in order to balance out T4, We might actually see players getting it again should the SU-76 provide some useful AI
SU-85 needs to have its price lowered slightly to match its much weaker preformance than the JagdP4.
ISU-152 needs to be nerfed back to pre march deployment days. Better to have a weak super heavy tank than an OP game ruin-er
I would argue the T70 needs to be slightly cheaper in fuel (not a whole lot)
Conscripts and penals need to have a more diverse role
KV2 is not terribly great for its huge cost, but I suppose its in a good spot considering it could be another ISU
Maxim needs some slight adjustment. There are multiple ways to lesson Maxim spam ever so slightly, I'll leave this one open ended
The sniper should really just be a cut and paste version of the Ostheer sniper. Two men is simply too powerful. Now Relic is not going to touch them in this regard, but I do suggest making the vet ability waaayyy shorter |
I have broken up my hopes into multiple threads in order to narrow the debate and hopefully stop derailing from happening so easily.
DISCLAIMER:
Please keep the discussion around these 4 topics. Remember the fallowing:
Just because A is unfair does not make B unfair, they are two different entities
Just because A is fair does not make B fair, they are two different entities
There is asymmetric balance in this game, do not compare two units directly in similar roles
(think about everything, timing, cost, role, multi purpose, etc)
Keep anything to do with fan boys out of my thread, there is no place for it
Topic: Call in tanks
I do not think the call in system is completely bogus. Now bear with me, in its current state it is but I believe that was simply an oversight by Relic.
Remember way back at the beginning of this game when there were 8 minute medium tanks? You could never survive waiting for 11 CP's for a tiger or IS-2. I believe that Heavy tanks and medium tank call ins need to be pushed back to around the 30 minute mark. That way call in units are still used (any huge increase in price will kill them) and they do not give the player skipping out on tech a huge advantage (or rather only a very slight disadvantage)
Tanks to be left alone in this: PVI command tank, Bulldozer Sherman, and StugE. these tanks provide little in terms of multi role / AT and so while you can skip tech to getting one, they would do little to stem the tide of armor from your opponent. Other wise I think all tank call ins (single medium ones included such as the Ostheer Puma) need to be pushed back in proportion |
I decided to try and narrow the topics in order to prevent extreme derailing.
This topic includes some minor tweaks to the Ostheer:
1) call ins are supposed to be addressed in the near future, but Ostheer tech is still some what expensive. I think T1, BP2, T3 are all appropriately priced. Now BF1 is a little expensive. Since release of WFA there has been a noticeable lack in early game that has never existed before US, and in fact it is the way the tech is layed out which is the problem. Now I have noticed only a slight adjustment is needed: bring down BP1 cost by 5-10 fuel. This minor change will have a positive effect in aiding Ostheer against lieutenant tech which in many cases is why Ostheer players struggle so much, mainly they have no early enough answer to the fast light vehicles. This small adjustment will allow a Pak or 222 access slightly earlier which is crucial in holding off the USF massive early game advantage. Another positive side to this adjustment is in the Ostheer vs Soviet match up. The fuel reduction allows for an earlier crucial 222 to aid in dealing with sniper teams (arguably the biggest thorns in players sides) as well as for fighting back against maxim spams. in cases of Con spam Panzer grenadiers can be accessed earlier and when used correctly are a powerhouse against the garbage Soviet core infantry.
2) T4 and BP4 are too too expensive. Now I am not the most proficient with the numbers so some one else will have to suggest just how much to bring it down in price. All three units in T4 are pretty good in terms of performance. The panther needs to match the OKW stats.
3) Ostheer sniper needs a little help in terms of survival. Right now you sneeze in its direction aaaaaannnddd its gone. Maybe give it 1.2 armor or a buff in its reduced incoming accuracy.
4) I do like the position that Panzer grenadiers are in right now, no longer the terminators that they were at release. I do think their survival got nerfed a bit too much. I suggest making the reduced incoming accuracy ever so slightly.
Please keep the discussion around these 4 topics. Remember the fallowing:
Just because A is unfair does not make B unfair, they are two different entities
Just because A is fair does not make B fair, they are two different entities
There is asymmetric balance in this game, do not compare two units directly in similar roles
(think about everything, timing, cost, role, multi purpose, etc)
Keep anything to do with fan boys out of my thread, there is no place for it |
what cruzz said |
Hi,
Am having a 1 v 1 problem with the American veteran infantry.
I'm typically using three rifles into an MG and then a scout car, but man those two-star inf with BARs start coming in and then flamers then 'nades...
By this point I had three volks, 1 pzgren, 2 mgs and a SC. A balanced army, I thought, into T3 preparing for the Easy Eights.
All he built was infantry with BARs, flames and nades. MGs in buildings were no problem, suppression is an issue.
Any ideas, L2P issues aside? Are snipers a good idea versus inf heavy US? Maybe I spread myself too thinly (I had good map control very early).
Snipers are a rather effective way to deal with vetted rifles. 221s are kind of a waste of resources because all the vetted rifles have AT nades at a longish range. Mgs, sniper, lmg grens in cover, ect. one good doc of choice vs rifle company is the mobile defense commander. between the paks and the puma target weak point ability the easy 8s just get stun locked in front of a pak and chased down by a puma pretty easily. P4 command tank is also really effective vs vet rifle mans, plus it gives you a defensive bonus |