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Maybe put sandbags on REs? Itll give them additional utility and take over the role of the janky tank trap. |
Wow this debate certainly deteriorated into the gutter faster than I anticipated 
Anyways I so not recall the pre-patch 222 which apparantly was too strong against snipers, but from my personal experience I would argue that it seems to be a bit on the weak side at the moment. I appears to me that the scout car was basically intended as a sniper hunter considering it's long detection range and frankly being pretty average at everything else and having quite a slim window as the apex predator. So in this regard I think it could possibly be a tad bit stronger at chasing retreating squads, as it is still a risky endeavour.
Just my two cents on the matter, but I don't think they are broken by any means and overall I'm really enjoying the current balance 
The current OST meta for sniper counters are mortars, mostly just praying to RNG jesus that the turbomortar hits a lucky oneshot. |
Agree with your post except for this line. The vet 5 system used to be over performing on primary units such as volks. Now it is more of a detrement since XP values are still significantly higher than those of other factions, but most scaling buffs have been removed. Currently it really depends on the unit whether or not the vet 4 and 5 are effective. Currently vet 5 of the JP4 does hardly anything, but its XP requirements are double that of getting a vet 3 SU85.
I believe they are more forgiving than ostheer, but I think it's regarded every faction is. And I think most factions are pretty difficult to beat when they gain the upper hand.
Isnt that more of an issue of trying to change a tried and true vet system by deciding to add 5 vets? Like either its op or up and its really hard to find a medium cuz if they have the same benefits as the typical vet 3 of other factions it sucks ass since it takes so long to get and if they get better benefits than it breaks the game cuz then the vets scale into complete monsters. I feel like just making them a typical vet 3 would make OKW less flawed.
EX: its annoying as hell to get a jp4 to vet 5 now as it takes forever. But the p4 feels like a vetting machine (atleast to me) |
OKW is definitely better in the early to mid game. Mostly because their best units come out during that time. Early game the pressure strumpios bring to the field is really good at pushing an early advantage, on top of that fast volk tech and upgrades means they best compete with allied infantry early and lose late to better scaling. Flak HT is one of the more powerful early game LVs atm and can push the opponent off the field. The biggest issue is that your mainline infantry scales horribly and most of your later game vehicles are average to below average while allied counterparts are very strong. With that and the lackluster scaling of your mainline infantry okw falls off hard late. I feel with a few buffs to some of the late game units and nerfs to over-performing allied units would make the OKW much less punishing while still keeping it from being broken like prepatch was. |
I'm assuming there's no unit added to the roster, meaning the 75mm sherman is what the USF have to work with.
and even with 800 hp I believe it's possible to balance out p4 vs sherman using pen and armor. The buff to the sherman's gun from 100-140 hasn't really made it scale that well anyway and I think it can be exchanged for extra HP instead.
Taken into large context, the sherman 75 with 800 will work with jackson with 480 hp. In the open the jackson can provide fire support while the sherman with increased hp tackle close quarter.
Thats true, in the assumption we dont get another unit then the 75 has to act as a more beefy tank to protect the weaker jackson this would probably be the best solution while keeping to the original faction design of shermans tank while jacksons do the heavy damage |
same thing for the Jackson if they get their HP down to 480 HP.
puma survival kit is good to get you out of a jam, but it's not going to help you if you go balls down.
my intent was to push Jackson back into a TD role and buff the sherman 75mm instead.
increase the sherman health to 800 and it can be a decent dive tank.
As a short note, I think the different medium should focus on different attribute to help them scale.
panzer 4 get firepower (pen, AOe) with their kwk40. Provide flexible firepower for the more specialist unit. They lack the armor to stand as the front line but their Firepower make them excellent at deterring flanker.
sherman get hp and armor with their wet storage and improve late war armor. They serve as cost effective meat power for the allies late game
cromwell get speed and evasion. Raiders to support the defensive british.
t34-76 would get a useful ram.
I feel that the 75mm sherman would get way to strong against other mediums being the main issue with that, which would be the main reason id prefer a 76mm tank, but either or would be nice. |
You get there first and build a sandbag to defend against the possible cutoff/fuel rush from spios. No the cover bonus still exists but the range is what makes each unit more deadly so you stop noticing the cover as doing so much as it did. The bag is forcing to okw player to change its attack route giving time for the sov player to react by sending more men. Otherwise he risks 1-2 models getting dropped on the way to the bag.
Cover Bonus is lost at point blank range. |
Making it a pak40 clone is ideal, just give OKW a normal AT gun instead of making it a special anti-tank gun that is annoying to use and face at the same time. |
Not if the M36 is back in action faster than one's vehicles. Not if one has not managed to win a inch of ground.
The question remains in your opinion is the M36 as suggested by firesparks better balanced than the current live?
I'd say itd be better than what we have now. It would put the Jackson back into a strictly TD role instead of a TD and Dive Tank which makes it so strong. I still prefer a 76mm nondoc unit to act the the USF's Dive/brawler tank. Smoke would be nice also since one of the major issues with prepatch Jackson was that it was super squish and really susceptible to dives or super TDs. |
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I feel like this doesn't reward long-term playing with understanding the ranges of units. One big difference between a good player and average are those who understand the range of the unit pool they are using and allows them to be more effective. Adding more range rings would be similar to hand-holding less experienced players while essentially punishing long-term players who originally learned these mechanics that are given to everyone now.
I also feel like the sniper range ring should be removed, it doesn't take that long to understand the range of the snipers. |