Stormjager what exactly is the issue you have with this clip?
Call me a Brit fanboy if you like (they are my highest rank, just played Wehr all day tho so whatevs), but I disagree that this is a balance issue. Even if I don't think "manpower maths" is valid in most cases, Kaitof has a really obvious point here.
There are EIGHT sections here, plus bolster upgrade and extra reinforce costs, plus grenade upgrade, plus medic and pyro, plus they throw a succesful grenade. Versus 3 stock grens and 2 MG42s.
In terms of MP / Muni / Fuel, that's something like 2400 / 300 / 50 compared to 980 / 0 / 0.
Yes, it was a massive noob play by the UKF player. But how was he allowed to get to that point? Where is the rest of the Wehr army? If UKF player bought only sections, why didn't Wehr get 222 or 444?
And can this really be explained by the relatively minor buffs to moving accuracy and received accuracy to IS in the last patch?
Profile of Euan
Register Time: 2 Jan 2016, 10:40 AM
Nationality: United Kingdom
Register Time: 2 Jan 2016, 10:40 AM
Nationality: United Kingdom
Post History of Euan
Thread: Congratulations balance team13 Apr 2020, 19:05 PM
Thread: UKF-Valentine13 Apr 2020, 18:39 PM
12 Apr 2020, 20:09 PMDescolata
I'm in agreeance with blvckdream. Valentine comes too late to have a proper power spike, even with the new half CP per tech. It would be a wonderful AEC replacement, but again shows too late to mitigate axis LV. With current Cromwell stats, its MUCH BETTER to wait for it. Valentine will get bodied by first P4.
Pretty much this exactly. It's a decent vehicle but it's quite niche. In 1v1 f you have map control you'll have a Crom at around 5cp anyway, so if you're using it as a panic tank, you've already lost the game. Well, the CP value can't be lowered unfortunately because that was tried and it was OP in the other direction.
It was originally designed more as an armoured spotter unit. With the maphack cheese removed, it's now well balanced there, in that if you get it to 1CP, in team games the vision is just enough to spot for fireflies while also providing a bit of anti-infantry cover, if you micro it well. The arty call-in was also bugfixed so it can also spot for arty now.
As for the original questions... why it's a call-in, probably because they didn't implement that consistently enough. Why it takes a faust, I believe that's simply to do with the amount of health it has; not sure but I think the rule is that snares don't work when a vehicle has above X% health left (90%... maybe?).
Thread: The Pershing.12 Apr 2020, 13:28 PM
12 Apr 2020, 10:15 AMSander93
Pershing wins 21/21 times against a vet 2 Panzerschreck Panzergrenadier squad at various ranges. Some were even in heavy cover. 19/21 times it won with more than 50% health left too.
Haha oh mate. Now, that's what I'm talking about. Scientific approach and evidence even to refute a CODGUY forum post
Thread: Are the patches making this game progressively worse?12 Apr 2020, 13:23 PM
12 Apr 2020, 05:52 AMIncendiaryRounds
WHAT A FUCKING JOKE!!!!
Mate your attitude is a joke. Stop screaming into your keyboard and try actually communicating with the humans on the other side of the monitors.
You actually did make one valid point though. The balance team is not a team of professional game programmers / designers. Neither am I, but as someone who does actually manage projects in a tech company, I can say that two things are missing - quality control, and an overall strategy or goal.
You can see the evidence for this in things like, introducing a new unit but the call-in image and text is broken (could have been caught instantly in the first play-test), or breaking single-player. Or making changes, then reverting them back the opposite way next patch... then re-reverting them... then re-re-re... (see: Heavy Tanks, UKF Tommies).
People complained about Relic imposing a "scope", but they did that because they're pros, they know you can't change everything at once. You need to understand that every change is related to every other unit in every army, and have a philosophy for each army style or what ideal gameplay should look like, then tune things towards those specific goals. Not just nerf everything that's currently popular and buff everything that isn't, or "fill gaps" until every army looks the same.
For example, Wehr and Sov have a beautiful base design. The new armies had some cool ideas - USF has multi-purpose infantry, without support tools. OKW have fewer units, but they're super elite. UKF can hold the line and fight at long-range, they have some powerful units but also many gaps. What do we have now? USF got a mortar, OKW became the spammiest faction, UKF got literally everything unique removed and got everything else turned into Wehr lite - this patch they even just got their own AssGrens and a T2 PanzerGrenadier!
Not saying these decisions are bad, some of the base armies may have been super hard to balance otherwise. But I would certainly like to hear more from the balance team on what their strategy is or what their goals are.
... anyway, like I said before I still appreciate the balance team's work and 98% of people complaining couldn't do a better job (including me ). So THANK YOU.
Thread: Are the patches making this game progressively worse?11 Apr 2020, 09:51 AM
It can be frustrating to have to re-learn how to use units you thought you knew before. It can be especially painful when you develop cool non-meta strategies, and then whole unit or faction designs are thrown out of the window by the balance team and they become useless. It can be annoying that new commanders or units mess up some core aspects of the original design of the game (WFA...).
Without the balance patches, this game would have died years ago. Now, the game is probably in the most balanced state it's ever been. If you remember some of the crazy shit we've had over the years, invincible planes, literal win-button abilities, units that could take on armies by themselves...
It's maybe the best RTS ever developed and the changes to it are keeping it alive and interesting, and it's crazy hard to make such a complex game with asymmetric balance. So even if they don't get it perfect (and it can be annoying sometimes ), I think we should say thanks to Relic and the community balance team for making such an awesome game
Thread: High Skill USF gameplay is just so micro intensive8 Apr 2020, 09:27 AM
... so if you beat it so easily, why on earth are you complaining?
Thread: Mainline infantry sandbags change18 Feb 2020, 19:25 PM
16 Feb 2020, 12:11 PMT.R. Stormjäger
Yeah Volks flame nade is abhorrent. Give Spios a non-doc flamethrower and take the nade away. Then give Volks the same nade as Panzerfusiliers.
Yeah agree, that's a very reasonable suggestion.
I've always said that Sandbags + Flame Nade + StG + Salvage + Faust, on a primary infantry squad, just takes the fun and strategy out of playing OKW.
I don't want a nerf but it needs a rebalance. Move the flame nade to a SPio flamer, or give LeIG flame rounds, or turn the StG into a more powerful but more short-range SMG upgrade... any one of those things will force a bit more unit diversity or strategical thinking.
Then I might start playing OKW again
Thread: Mainline infantry sandbags change16 Feb 2020, 12:01 PM
16 Feb 2020, 00:31 AMdistrofio
...they now "spawn" a single, circular sandbag pile big enough to cover at least 3 or 4 models?...
I see where you're coming from and what you want to solve, but I don't think the idea would work at all. Such an object would have to be big and awkward, and just get in the way everywhere.
16 Feb 2020, 00:34 AMLago
One interesting way to balance buildable cover is to disallow building bags on capture points.
16 Feb 2020, 02:22 AMkonfucius
Better yet, turn capture point flags into no collision objects, that ways all sandbags can be used both other side and stops weird stuff happening with vehicles
Both are good ideas but the whole "disallow stuff in X area" thing is another thing that has to be communicated in the UI, and makes the game feel a bit fake, to me. Maybe just easier to make no-collision and get rid of the awkward, annoying clicking around flag objects, trying to set up a sandbag that doesn't provide cover to the enemy (but is impossible to judge and the positioning system might let them crowd in in on the corner anyway...).
16 Feb 2020, 02:39 AMT.R. Stormjäger
Volks need sandbags because they’re much worse than Riflemen and need to sit in green cover to fight. If you remove sandbags from them it’s a MASSIVE okw nerf which is extremely unfair
Yes, exactly. Same with Tommies. But unlike Tommies, Volks can not only build cover on every point, they can also negate any cover with flame nade, they don't needcover to function properly, and with StGs they can discourage closing. So at the moment, Volks are the worst offenders for "sandbags on every point", IMHO.
Thread: OKW Salvage16 Feb 2020, 11:34 AM
It's a strong ability, it can be very cheesy in certain situations, but in most cases it's a balanced risk for the salvaging player, and it adds some nice flavour to the game.
Asymmetric balance is hard but it's a lot more fun than having every faction play the same, no?
Thread: Panzerschrecks - state of balance5 Jan 2020, 14:34 PM
The only change that is needed at the moment is to give PGrens a Hold Fire button, so the Shrecks aren't wasted firing at infantry, IMHO.
Dual Shreck 5-man PFusils, on the other hand... look at where that's gotten us...
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