I agree with the point on obers. Additionally I think fallschimjaeger are in the same boat. Calling them in if your schwerer is down they will not be able to upgrade.
I think For Falls and obers they should have the condition of once constructed the weapon upgrades are permanently available similar to the KT.
+1 It's enough of a penalty to have to rebuild the Schwerer to bring in armor. |
I wish they would take out the "free" Lt and Cpt, and adjust the tech costs accordingly. It makes every game against similarly skilled opponents into the same tired see-saw. You're behind while waiting for the first officer. The first officer hits the field and suddenly you have this power spike that gives you back a lot of map control. Then you likely fall behind when their armor comes out sooner. |
Isnt it optional and you still get 7th man for free after T4?
No, you have to pay 100mp/25 fuel to enable the upgrade globally, then pay 50 munis per squad, and then pay for the reinforcement, which I forgot in my earlier post. If you have three squads then it is 360mp/15fuel/50muni per squad. I sometimes just get two if I'm going to get Guards or shocks so then the price per squad is 410/22/50 per squad. |
I think USF is going to be in a really good spot. My only complaint is that the pakhowie change was weird. no nerf to AoE instead it was scatter, and its durability is still poor AF vs stuka zu fuss because 6->5 man in previous patch.
That and I wish they had nondoc rocket arty. You simply cannot break heavy entrenched axis players with constant pak howie/scott. You actually need a priest and in 1v1 play that is almost a death sentence.
I don't mind the lack of nondoc rocket arty but the lack of durability of the pak howie and barrage range of the Scott do make dealing with entrenched players difficult. It's worse in 2v2's or more. Someone will always get a werfer or stuka and wipe your pak howie every minute and a half, until you stop bothering recrewing it.
I wouldn't mind a further slight nerf to the Scott's direct fire if they would buff the barrage. The range should be at least the same as the pak howie and the number of shells should go up. In short, turn it into mobile arty. |
SEPTEMBER 2019 PATCH PREVIEW - VERSION 1.3
Please take out all of the changes to mobilize reserves. I realize that it started as an attempt to improve it but it's turned into a dealbreaking nerf. If you want bolstered squads that can snare and throw molotov's, you pay 305mp/45fuel plus 240mp/50muni per squad. I usually get 2-3 so the average cost per squad is at least 340/15/50, which seems like it should get you an Ober or Falls instead of a slightly less shitty Con squad. |
Go watch the vid again.
3 churchills and FUCKING ANTI TANK GUN THAT TOOK DOWN 2 OF THE STUGS.
It (the AT gun) didn't fit people's narrative so was conveniently left out. (comments not directed at balance team)
At 19 pop cap, 2 Churchills and 2 RE's to repair them eat up 52 pop. Contrary to popular belief, that still leaves you with no reliable anti-tank. Add in a vickers, a Firefly, and two sections and then you're going to have to choose between another piece of AT, indirect, or another section. |
Lowering their price just makes them more easily spammed. Of all the things to do to the unit that's easily the worst idea
They can upgrade to 2x Shrecks, there should be some serious caution about making that unit cheaper
They cost 270 in the just released patch. I wish I could buy them when playing USF because a 5-man PF squad with 2 Shrecks is 270/100 compared to 280/100 for a 5-man Riflemen squad with inferior bazookas. |
Can we please not ignore the fact that the example being talked about was not one Churchill vs 4 Stugs but rather THREE Churchills vs 4 Stugs? Makes a hell of a difference to the balance discussion here. Stugs are not going to be effective when they are driving backwards while lowering accuracy, trying to get away from three tanks.
Also, I can't support a damage nerf to 120 since it will impacts way too many things. Damage vs Emplacements, Abandoned Weapons, Emplacements, AoE vs Infantry, Light Vehicles... List goes on!
People are mainly complaining about their Panthers or other High Tier units not detering them enough. Nerfing penetration will put the nerf where it is needed without hitting the unit with a sledgehammer.
It was actually a Stupa and four Stugs versus three Churchills, a 6 lbr, and some engineers.
The Stug's armor is only around 140 so it made the Churchills look good. Their penetration is 135 according to CHO2DB, which gives them almost guaranteed pen against a Stug and about a 50% chance to penetrate a Panther. It is similar to other allied tanks like Cromwells, Shermans, etc. |
I meant the last fight specifically, where 4 stugs got completely rekt by 3 churchills.
As for interesting group of posters. Do you REALLY wish to argue that the churchill is balanced in its current or even patched form? 1400 health, able to throw grenades, good armor and not limited by number? If you do, then I fear you fall under the group that seems to miss any type of reasonable judgement.
Where exactly do I suggest nerfing panther damage or its health? 320 hp for the Panther is huge, compared to a churchill losing 2 shots to kill when it has 1400!!!!! health. I even suggested limited panthers to 2 per player in most posts.
So you either didn't watch it or are lying about it. Sanders linked the video. The Stugs did kill one of the Churchills. Also, as Sanders pointed out, you can't reasonably extrapolate much from this fight. It's difficult to use the Stug's range advantage on a small map like Crossroads compared to Red Ball. |
There was nothing Price could have done against them damage wise. 4 stugs could not kill one churchill. Bouncing like mad and not doing enough damage combined. If he went panther(s), the UKF player would simply go 2 churchills with a 6 pounder. Panther doesn't have enough dps to kill even one churchill. Pak 40s also have a huge problem with killing the churchill, especially 3 coming for you, as they can roll up and kill it easily and have health to spare. 3 churchills supported by sappers, tommies, is nearly unbeatable. There was nothing and I repeat nothing Price could have done. Mines allright, but it would only engine damage the Churchill, there are still 3 of them with a million health.
But we must be mindful not to nerf it to uselessness. A slight health reduction of 2 shots less needed to kill it would be in order, that is it. Nothing more.
Except that the Stugs did kill one of the Churchills and might have been able to get a second one had they focused on the original Churchill when it was brought back into the fight.
It's interesting that a certain group of posters think that the game is completely broken if 360 fuel worth of Axis armor doesn't beat 480 fuel of allied armor. Please nerf.
You could make the same video with four M10's and three Panthers. Should the Panther have its damage reduced to 120 or lose 320HP like you suggest above? |