This is a known Issue. Explosives (like Grenades and Satchel Charges)don't do any damage to Ambient buildings. They will kill squads inside, they just don't hurt the building itself. Thanks
Except that they don't. Grenades and satchel charges aren't even the same type of explosive. Decent players react fast enough to grenades that the grenade rarely hits them. The three second timer on a satchel means that it is completely useless against infantry. The only thing that it was good for was to take out buildings as a way of denying cover and to blow up OKW trucks if you somehow had enough muni's for smoke plus 3 satchel charges and could get all of that into position. |
What it shows is just that game is much more ballanced right now than most community members believe and that huge ballance shifts, like in preview patch, are not needed, maybe even harmfull for the game.
This was the point that I was trying to make. If they wanted to get away from the dysfunctional OKW design, it would have been better to just do that instead of changing the design and massive nerfs to allies.
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Either Axis players have randomly started playing more or news of the incoming patch has energized Axis fans into playing more. With more people playing Axis, the win rates for 1v1 and 2v2 still show a slight (0 to 0.10) advantage towards Allies, and larger game modes have a larger advantage (0.05 to 0.13) towards Axis.
In general, I like the direction that the balance patch was intending, specifically eliminating the fuel/muni penalty for OKW, but everything should have been repriced accordingly. It wasn't, so combine this with the many significant nerfs for both USF and UKF and this patch will be pudding.
Here are my predictions for this patch:
1) Elite players will still be okay in 1v1's with USF or Russian.
2) All larger game sizes will be dominated by Axis
3) Search queue's will often go to 100% Axis
4) The people at Relic will get called neo-Nazi's. (They aren't, but should be prepared for this anyway.)
5) Anyone complaining about balance will be told L2P, L2Flank, and/or get called a mediocre, allied-only 4v4 scrub.
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If Major did nothing but provide a retreat point, absolutely nothing would change. 
If I don't need the forward retreat in a 1v1, the Major works great as a S-mine detector. One use only. |
How about do away with signs but add suppression like every other mine so that units won't keep going forward until they're wiped.
The S mines are most annoying when you flank someone, have to retreat a squad, and the retreat path goes through one of these minefields, which guarantees a wipe. I'm not sure that there is really any balance changes that would stop that.
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To be fair the two can be combined in the Mobile Defense Doctrine.
Mobile Defense used to be awesome when one of the Ostruppen spawned with LMG's and they didn't have such a high RA penalty. I only tried it a few times but won several 1v1's by just going T1 & T2 plus call-ins. It felt like playing Soviets at that time.
I use the P4 command tank in most team games and don't think that it is game breaking, especially when Ost cannot build green cover (except in a few doctrines).
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Forward observers is a bit of a waste when you have cloaked pathfinders that already have a pretty big range of sight & are cloaked.
In theme with this Doc I think an early airdropped MG team would help immensely.
If fighting pits weren't so fragile, a forward observer in a fighting pit would change your mind (after upgraded with machine gun). |
I'm prepared to be proven wrong but I don't think there is much of a unique "3v3 community" whose balance concerns are different to 4v4.
Where 3v3 has unique issues it is with map choice, the number of vetoes and being put on 4v4 maps with one player missing
You didn't realize that I was making a joke about the number of 3v3's played? Look at the actual numbers on Charts & Statistics, not the size of the bars. |
ok I guess 2v2 doesnt count. anyway
I did a test with soviet mines

4 man gren squad only got one-shot wiped once out of 9 tries,and that was only when i purposefully bunched up their formation myself. Otherwise they took anywhere between 1 and 3 losses,depending on bunchyness. Squads get wiped when they bunch up around corners or into doors, not in wide open fields or long corridors, which isnt a problem with the soviet mine,but a problem with squad bunchy wedgie ai.
Meanwhile,s-mines still wipe whole rifle squads if ur not 1000% on ur game,regardless of how much they bunch up. 
I'd be okay with s-mines not having a sign if they also had suppression like every other mine. It's completely inane that a squad will continue to advance over a minefield until it is wiped.
PS - I've played 1v1's as OKW against USF players that would spam mines. Volks don't normally get wiped but often lose 2-3 models per mine until I pull my head out and use minesweeper. |
I sure there is a post on this already but didn't see it.
Was this intentional by relic or a bug that satchel charge to ZERO damage to buildings now (house/garrisons).
This is crazy to throw this in a house and they unit gets out and just right back in. It should blow the house up like it has been doing for 2 years.
Bug? Intentional?
Thoughts
Relic changed its damage when they nerfed grenades against buildings. I think one of them said they would fix it but it never happened. Penals used to be fun to make in a pack of 3 and go hunting trucks. Now they just have an expensive grenade with a long timer and no throwing range. Since the nerf to RA for some of the Axis units, even their flamethrower role isn't worthwhile. Combine that with the sniper that regularly loses a model that costs 100mp to replace and there is no reason to build T1 at all. |