Maybe shorten the distance you have to click to make it drive normal. Now the distance to click and its reversing is way too far.
YES exactly |
The problem isn't relic, it's the community since this games forums are fanboys fighting the other fanboys and the ultimate fanboys tend to over react the smallest nerfs/buffs to units, for example the centaur nerfs, it was obviously batshit op, it got nerfed to make it not instawipe squads, and everyone stopped using them because they're "bad"
Lelic should create a collect a small group of elite players to discuss the balance for each gamemode, but still listen to the rest of the community, not including 40k 4v4 axis/allies fanboys etc.
This is his exact point the centuar was op allied players will agree, then they over nerfed it instead of making subtle changes. Now its almost never worth going when you can get the cromwell. IMO because of the speed nerf when just dps nerf was needed.
Last patch they could of simply just buffed volks and went from there instead they had to completely change dynamics they were designed around which fucked pop cost, mp cost, fuel , munitions and so on then realized all those things will have to be redone now too.
And not nerfed UKF further when no one was really asking for it and when they over nerfed the wasp and centuar. |
I HATE the new vehicle pathing, now your vehicles want to drive back wards all the time, before you could click close to them for the direction you wanted it to go reverse or fwd, and if you click quite a ways from the vehicles even behind its ass it would make it turn around and drive with its front in that direction. I liked this MUCH better now you have to hold right click and use the arrow to line them up forward first if you want to attack its annoying its takes time to do when before you knew if you click far enough away any vehicle you had selected would first turn and head to that point with the front of their tank. |
Having the same problems as everyone else, this patch has been the worse, although I noticed it getting worse 2-3 patches ago |
I've been saying this forever there is no comparison when it comes to suppression for the mg42 and 34 vs 50 cal and vickers. Especially the mg42 is very capable of pining 3 or 4 squads at a time easily, the vickers and 50 cal just dont, even if you are microing and telling to fire at other squads in its arc that are not pined yet.
As USF I feel because of this I never make the 50 cal ( for one it comes out too late) especially because with ost mortar and okw lieg you won't be able to field it long anyway because you have no counter indirect fire. Same with the vickers and its short but wide cone which is nice, but it fails to pin volks mobs fast enough one always gets off an incendiary nade and its wipe city. Only reason I make it is because the wasp was over nerfed and you have to make it for brits to survive or at least put up a fight opening battles.
EDIT: ALso epsecially as USF i find it better to just invest in early nades and rifles to take out axis mgs and mortars I cant tell you how many times stealing axis support weapon has ALWAYS been worth it. It's is also just plain funny locking down your fuel or a vp with there own stolen mg or wiping squads with there own mortar. |
- All emplacements need to be cheaper considering they don't have infinite brace structure anymore. We're talking about reducing every emplacement by like 25% cost at least.
- Churchill needs a major cost decrease because it can't penetrate shit by the time it arrives and it's AI is barely good. 150 FU is fine.
- Making teching more expensive because UKF can get the first tank out before any other faction
- Make base Howitzers more accurate, or increase AOE
- Make AEC cheaper
- Increase Sten gun DPS, but not to the same extent as before. Or decrease Commando cost.
- Decrease glider cost to like 50 MP or 100 max
- Decrease Crocodile price to 200 FU and 500 MP because its main gun is useless, only thing good about it is the flamethrower and HP. It's like a KV-8.
- Comet needs more AI. For a 185 FU tank, it should at least have better AI.
- Flame mortar anti-building ability is useless because it can't target HQs, so make it cheaper.
- Give the Sexton the same stats as the buffed 25 pounders
- Give option to destroy UKF emplacement for 50% resources
- If the price isn't decreased, emplacements are too weak to flames. Make them a little more resistant. They got like triple nerfed with the flame changes 1-4 patches ago. They are easy to kill with flamethrowers, flamegrenades, LEIGs, mortar, or brute force. And give them more HP considering their brace structure isn't infinite.
+1
Also wasp flamer imo was over nerfed, yeah it was nuts before but now it just dosent do enough dmg to be worth it. After all its really the only way for ukf to deal with early mgs or infantry in buildings.
They need to fix bugs with comet too, white phos sometimes not going off and causing the tank to do stupid stuff. Sometimes the normal rounds makes a sound like it should have pened the enemy tank but there is 0 dmg. |
With increasing the price the tank has to be compared to the T34/85 & Ez8, comparing to them its under performing.
OKW P4:
Cost: 360 mp / 150 Fuel
Penetration: 100 / 110 / 120
Scatter: 6.4
AOE: 2.5
Reload: 5.63
Armour: 234 / 80
Health: 640
T34/85:
Cost: 380 mp / 130 Fuel
Penetration: 120 / 140 / 160
Scatter: 5.0
AOE: 2.5
Reload: 6.28
Armour: 160 / 80
Health: 800
Easy8:
Cost: 380 mp / 140 Fuel
Penetration: 155 / 165 / 200
Scatter: 5.4
AOE: 2.0
Reload: 6.43
Armour: 215 / 95
Health: 720
We see, higher scatter means the gun will miss infantry more often. While the HP means it only sustains 4 shots vs 5 on the t34/85 & ez8. Low penetration means also that it has a hard time penetrating medium tanks (calliopes included). Compared with Armour of the Easy8 there is hardly a difference, especially when you keep in mind the that the Easy8 is considered as the best medium generalist tank in game.
Again it's just stating objective stats and comparing them. OKW P4 costs more, but has worse stats.
Edited: some wrong stats
But it has better armor and faster reload that you forgot to mention. You also need to consider the armys those tanks belong to and what they need to do for the faction. USF armor is weak they need the ez8 to be able to beat p4s and it should as they have weak AT options. OST has the best AT gun in the game as well can have shreks, and okw has raketen which is effective against the ez8 and of course early shreks. p4s are fine leave them alone play the patch first to see how fast okw p4 arrives.
EDIT: also both p4's have way better AI capabilities. The e8 might get a lucky shot every once in a while but every tanks does, in general it sucks against infantry I use it all the time. |
The Ostwind seems pretty lackluster to me. There is really no situation where I thought, gee, I wish I had an Ostwind right about now to deal with this infantry. It is not strong enough to justify buying it over the P4 in anti infantry power.
If you compare the Ostwind to the centaur, they both have the same fuel cost but the centaur is far better. I think the Ostwind needs to be brought in line with other AI vehicles. The only other stock anti infantry vehicle Ostheer has is the Brummbar, which while good, is in a much later tier. Since Ostheer has no decent AI light vehicle like the Soviets, USF, and OKW have, this medium AI tank should be buffed to fill the missing role.
What are your thoughts?
Edit to add:
I vote for an increase in the reload speed and fire rate. The Ostwind performs alright when it is actually shooting, but the incredibly long reload leaves any target it is shooting at a long window to run away or turn to fight it while it does nothing.
The centuar WAS far better then it got over nerfed as usual now its useless. Shrek mobs just laugh at it, on the other hand if your allied infantry against a ostwind you have to retreat. Not the case for shrek mobs against the centuar thanks to it being over nerfed. |
See this is the problem with allied players. you just rely on cookie cutter builds to win and have no strategy of your own. if he has 10 volks with shreks the least you can do is build 10 rifles/IS (when their popcap is fixed) or shocks/guards to counter it. supported with some mg's i would own this shitty strat quite easily.
But no this level of gameplay is to high for most players it seems. This also the reason why allied players are losing their shit at the moment: their cookie cutter build is not working because of the early luchs forcing them into early AT.
The okw has not changed much actually, But the 100% fuel income has ensured that fuckups against the okw is no longer possible. i have seen games in the past where allied players where losing tanks by the dozen and could still win. but now this is no longer possible. lose a tank because you went commando with it and you will get punished for it
Lmao none of that will work because of mp bleed, pop cap, and veterency bonuses, and the FACT that you will be out caped giving okw an overall better resource income. Ultimately allied infantry will always lose to volks in the end pure infantry vs infantry because they take no dmg especially vetted up, shreks big like crazy, and can just sit on the vps and ignore everything other than maybe a calliope.
MGs DO NOT WORK against volks, all allied mgs do not pin fast enough you must be thinking we have mg42 or 34s. Thanks to relics idiot move of giving incendiary nades to volks MGs are completely useless.
In 2v2 I managed to take out a JT with 3 ez8's on a well played flank guess what? 2 minutes later he had another one. There is no reward for taking out any OKW super tanks anymore. No way allied factions can keep up with there tank production unless they drive there tanks into AT guns one after the other.
If we make that much infantry what are we going to do when a KT arrives in 15mins? It wipes squads like none other then we will have 0 mp to repair hurt squads let alone field counter armor.
This is a joke revert the shit back you cannot take a faction that was designed on gibbed resources but highly effective units/abilities with out changing cost, effectiveness, maybe even mechanics of EVERY SINGLE UNIT and tech structure, call in, etc.
Bring old resource income back and tech cost.
Leave volks buff.
Move incendiary nades to strum ( what axis fanboys themselves asked for )
Then go from there.
AND FIX FUCKING UKF RELIC THAT I PAID MONEY FOR. |
Once again I claimed, 4v4ers (especially those are laughable that even having higher losing count than wining) should GTFO from balancing argument, because of their "godlike" skills, and their laughable attitude.
Goliath cannot wipe a single squad unless it is at the middle of the squad formation, your slow reaction is the thing you should blame.
Also, argument of having a ambush unit behind a corner of the wall being OP, is plainly stupid. Shocks, Commandos, PG, IRSTG Obers, they all can ambush with the same way and wipe in merely few seconds. You take the risk while you point your squad into potential killzone, period.
Nope I was talking about 2v2 (which is what I base my balancing arguments about) like hummelsdorf and ettlebrook.
WHAT?! it had to be in the middle of a squad? BULLSHIT. no it does not and if it is sitting right behind a building and you come around the corner you will have ZERO time to react to it. So because they might have goliaths i have to spend the whole game only fighting where it is open and no cover or buildings where they can pop out when i come around a corner and insta wipe? The other units you listed give you time to retreat. Using goliaths this way leaves you no time to retreat. |