It's a similar problem to Assault Engineers: you can get two out very quickly.
Starting them on cooldown is probably the cleanest fix, and is consistent with the route taken with USF infantry.
Tbh I think all Infantry, 0cp and onward, would be better balanced as t0 built infantry so that they are built instead of an instant call in. Makes them less panic infantry and instead requires foresight and planning. This is a TACTICAL rts after all... |
Causable mass-retreat for building stuff, which fitted less resources than it's counter was what you called "bad design". No faction need to have game closers and that's why lelic nerfed OKW Luchs production speed. As well, PTRS could counter LVs better than schreks just because of accuracy.
When you start your "all but brits" thing here you totally forget, that "all but ostheer" have creepy LV, which is bulletproof (AEC is don't, but only from rear, if I remember) and has great potential in AI and anti-LV duty (AEC is more anti-lv, but old ostheers tech gave it an opportunity not to be totally useless in AI). Does non-existence of ostheer luchs should mean that it should be easy to play against ostheer with LVs?
Your speaking of panzerschreck-potentiality is irrelevant, because you cannot discuss about high RNG issues, because if you will continue that way, we should again look and T70 and get it rid of it's highly potential main gun.
While you are starting to think about straws or whatever your try to say about me personally, I can easily see with your speech, that you are just another guy, who is trying to sneak own fanboyism under some conservative points about new design of old faction which had lowest 1v1 rate before the patch and want changes, which will cause it again be like this.
Burst potential is what counters vehicles best. Ptrs will deal as much damage as a zook on each volley, but that leaves ample time to retreat. Should patching strike at most you will receive another 80 damage, the Shrek combo can easily exploit that patching into a dead LV. 200mp and 20 fuel are not going to magically make lvs run rampant, especially not after earlier pgrens give Ost a bit more pushing power.
Ost doesn't have a light tank, this is true. That doesn't mean that nobody else should either. Strong AI into easy LZ counter is bad design. Ptrs penals are also bad design (before you get all upity about them) and Ost was designed with a natural "each having the lead them falling behind" arms race timing. It's intended. They don't have a light tank, they instead have decent lights a bit sooner to counter the mobile transport vehicles that they also don't have but other factions have. Additionally they have a hell of a high impact FHT should they chose. They don't have a light tank but they are not helpless by any means. And it's designed that way.... Intentionally.... As in on purpose!
Shrek potential isn't irrelevant when we are literally talking about the power that being able to utilize it without teching is. The power of the T70 is the same that it has been for a very long time, only now Ost can bite a bit before the T70 hits the field without spending fuel. They shouldn't however be able to provide a quick counter to it without paying for such. T70 costs more fuel alone than Ost spends teching the counters, let alone its own tech costs and absolutely should warrant teching up to the proper counters. Not them being gifted so you can get medium armour 20% faster.
And actually, I play all factions, vanilla factions most of all which affords me the pleasure of understanding the interworkings of each faction. Furthermore having played since the beta and for more hours than I'd like to admit I'm familiar with the design intentions of each factions and aim to stay true to them with balance discussions. Giving any faction the ability to- for minimal risk- skip tech is a horrible idea which is only amplified by the current ability to literally turn that advantage (of risk free tech skipping) into a Shockwave of shock units culminating in a fast heavy tank.
20 fuel and 200mp might not seem much but timing of units is based on that and being able to skip over it and still be able to counter everything that comes your way (did you know a Shrek can pen every allied stock vehicle frontally from max range with the exception of brit comet and churchills?) is bad design and changes the tier from "skipping it" to get faster armour to "delaying your mediums" to get what shouldn't be a fully optional building. |
The problem with locking shreks behind T2 is that it makes the new position of PGrens almost entirely pointless. Right now, they're in an interesting position, where they can allow for a somewhat possible T2 skip. It's NOT risk free; you lose your long-range AT (good luck vs AA-HTs), as well as any ability to chase LVs (no 222). In exchange you save 200mp/20f, which allows for T3 maybe 90 seconds earlier in a normal game (provided we're fuel-limited).
If shreks are moved to behind T2, all that the Pgren change has done is allow for PGrens to be built 200mp/20f earlier (30 seconds? maybe?) - which isn't very interesting or useful. You'd still be forced to build T2, since there's no way you can stall until ~8-10min with zero AT power.
Right now, I really don't see this as a huge problem. The crazy T1/T2 skips we're seeing these days only work because they're new and unexpected; they're actually really risky.
That said, the sub-15 minute Tiger Ace is crazy; not sure why it's not point-locked.
If it's only a 30 second delay anyways then there is no issue in having it tied. |
It doesn't remove a risk of skipping, it just make you safe from brainless rush with LV like stuart ot T70 which caused a lot of mass-retreats before the patch.
Schreks as well as zooks are quite innacurate, especially on max range, and their range is lower than range of LVs main guns.
With the same logic you can call tellermines existance without T2 as "bad design".
It doesn't remove the threat from skipping, just makes the you safe from the thing that punished skipping.... got it.
Shreks unlike zooks however require an entire shot less to kill a light meaning a single squad and some good RNG can end a light in only 2 volleys. Also I'm not sure why you are now making them out to be ineffective when just a sentence ago you said they make you safe from LVs. If they don't like you claim then there is no reason locking them behind the tech will make a difference, but if they do, also like you claim, then it makes skipping t2 viable and without risk.
And here we are with further conflicting claims. Previously the short range and inaccuracy was an issue that made the Shreks unreliable but now a range and accuracy of "the enemy quite literally has to come to IT and touch it" is comparable.
I'm starting to think you are simply grasping at straws here....
All but brits are supposed to miss out on something by skipping tiers (cause brits are entirely linear, although they can miss out via side techs) pgren Shreks negate that design philosophy. Previously the skip carried the risk of being carried off field by LVs, that threat is now gone and calling it t2 skip isnt really an appropriate name as it has made t2 an optional tier entirely. You are not skipping t2 by going from 1 to 3,you are instead side teching for t2 in the same way the Soviet might by going t1 to t2. Except without giving up any real unit as Shreks are as scary as an AT gun due to burst potential where ptrs are more defensive in nature. |
Commanders are only OP when you compare them to each other and how they interact within each faction.
Let’s just say that all commanders are very, very strong and give the player a huge advantage by using them. Well if they are ALL OP then it’s not really a problem because then the only UP option is to not pick a commander at all.
I agree with your sentiment. Newer commanders do offer a lot more than the older ones, which has caused “power creep” over time.
Put simply, there is a problem: not all commanders are equal.
Solution 1: nerf strong commanders down to to the weakest commander’s level.
Solution 2: buff weak commanders up to the stronger commanders level.
Option 3: do neither, and accept that some commanders are better than others.
Awesome option 4: have AE host a tournament where commander vetos are allowed so that OP commanders get kicked out and less OP commanders get thrown into the fray at a high stakes, high skill tournament where top level players can show off strategies for using non meta commanders. Then collect data on commander veto and commander choice ratios to determine which commanders need a review. If it gets vetoed, it’s OP. If it never gets picked even when other stuff gets vetoed, then it’s UP.
Might be interesting if there was a tourney where the players got to pick the enemies commander (or 3 commander options) so the weaker or at least non meta commanders can see some light and be given direction. |
No, I'm not.
For getting a T70 you pay nothing, it somes with building which you cannot ignore.
AEC tech is 15, while OP is pretending to pay 20 for possibility of schreck grade.
Same comes to USF: 10 or 15 fúel for access to Lu's or cap vehicles.
For G-ds sake, people are ignoring building of SU-76 and jump straight into T-34-85, we need to buff SU-76 or add tech requirement for... I don't know, penal PTRS (da hell I am speaking right now?) so people will not ignore this unit.
The whole thread is about "O, they do this, I don't like it, let's change it".
Skipping techs when possible is supposed to have drawbacks. It's supposed to be a choice that the player needs to make where the benifit of quicker tech faces off against the risk of not having what that tech offers. In this case T2 is supposed to house AT meaning skipping it and quick teching leaves clear counterplay- vehicles. Being able to get Shreks which are terribly effective against the target vehicles (it only takes 2 volleys to kill a light tank, meaning if 1 volley hits the tank needs to fall back) removes the risk in skipping. It's bad design. |
Seems fair.
I also think about split Schreck-upgrade into two. 1st Schreck (50mun) if T2 was searched, 2nd Schreck (50mun) if T2 was build.
Thing is, pgrens used to have that capability. I know it was a different balance back then but they were bundled to make it a hard decision and I really really think that getting AT infantry SHOULD be a hard decision.they are highly mobile and can also be outfitted with camo and sprint, being able to retain some AI and also deter armour would be too "easy" choices are good |
You are right about removing the ROF increase.
I forgot to mention the option. 4/ That it has 1 Pzshrek but give an increase ROF. No holster.
That is what I meant to mention tough! Not meant to mix up with the option menitoned with holstering.
Ah OK. Glad you um.... Arnt crazy I guess...
Holster would be cool as hell and keep sturms unique. It would certainly need a symbol though (maybe something like Tommies have) same with the sweeper so players know to focus fire and are not blindsided because I don't think just a Shrek on their back would be enough in the heat of things. |
I think tieing the Shreks to t2 is a good choice. Making the tier redundant is bad design and osts tech design is SUPPOSED ATO BE about each thing (building or tech) giving you things. Pgrens available earlier is a good change, but there should be some balancing factor for that. Otherwise it's just as much of a no Brainer as ptrs penals as far as "great AI unit and easy AT if you need it" that's not how Ost was designed and each tier should be valuable. Adjust the cost of the tier if needed but it should be built for AT imo. |
Holster the Shrek would be cool. No fucking way you should combine that with a ROF buff though. |