I'm against rank restricted balance arguments since, well, valid arguments are valid and invalid arguments are invalid. A valid argument doesn't suddenly become invalid because the person who made the argument is low rank, and an invalid argument doesn't suddenly become valid because the person who made the argument is a high rank. If you insist, however, we can make it top 30 and exclude you from the balance discussions since you wanted high rank people who actually understand the game. |
Its better because it serves its main purpose better through sheer stats: better sight radius, range of fire, arc of fire, suppression stats but also thanks to indirect factor like the enemy ability to counter it. Specifically slow throwing speed on molotovs, basically no range on penal satchels. When in comparison rifle nades and incediary nades have huge range, lava nades also have literally fastest wind up time so its easier for axis to nade a maxim also long range weapon profile allows axis player to finish off a maxim after nading it.
ISG is getting reworked in the upcoming patch to be less braindead friendly. It serves its purpose as support gun quite alright. I would probably rather give okw a normal so it would make it easier to flank it for allied tanks but they have stealth at gun with shorter range. Other than range and no gun crew cover the weapon is fine. Its not the best okw unit, might even be the worst but I would say its worse than allied counterpart. Its different because it trades of range for stealth. Im always happy whenever I get my hands on raketten because of its high armor pen.
Holy fuck sorry my bad its not 44 its 41. I admit that was a mistake on my part. ITS STILL HIGH AS FUCK for 60 muni and no upgrade xD basically comparable with double bars costing 120 muni and upgrade xD
Pls go away little troll. Show me your playercard to validate your point of view so at least I can treat you seriously.
According to the source I provided, the dps should be 31. If you have a source that says 41, please provide it.
Again. If you can't even be bothered to look at the top 10 ladder ranks for usf and okw provided on the right side bar of this very page, then you wouldnt be bothered to click a link to my playercard even if I provided it.
Quick edit: the mg34 has the same sight radius and same range as the maxim and literally every other hmg in this game...guessing we're making up stats now though |
Jae For Jett, your playercard is probably hidden, theres an option in the profile somewhere to show it, though google shows it as well.
Like I said, just check the front page (or even this page) if you want to see my relevant ranks. |
The Luchs costs 60FU, which is fair given that that generalist T-70, with way more utility costs 70FU. With respect to timing, it should come out earlier than the generalist beasts, otherwise why bother? You're never going to build a Luchs at the same time that a T-70 is out.
That's because you need something to kill the T-70, and now you also need to keep the Luchs safe?
The biggest offending things for the Luchs are:
- The near-absence of moving penalties for scatter
- The fact that it never misses vs non-infantry, even when moving
That means you can use your cheap early luchs to kill off all ultra-light vehicles, no sweat, and then chase after retreating infantry.
The biggest offenders for the Luchs rush are:
- Repair speed insanity
- lava nades
- the insane scaling of Volks which comes after the Luchs rush
- Poor AT options for Soviets/UKF (PIATs should get a range increase, and PTRS should get a responsiveness fix)
If you fix those issues, the tier remains an effective shock tier to complement the more conservative MedHQ tier. If MechHQ doesn't offer efficient light vehicles early enough, it just won't get built ever.
(if it hasnt already been pointed out already though, its 125 fuel to get the luchs, not 115, contrary to the hooligans orignal point)
Anyway, this is pretty much my evaluation of the luchs too: If you compare the luchs' cost efficiency and consider its 1v1 potential with other similar vehicles, its own price isnt too far off, and if you moved the timing back, it would be useless since the other light vehicles would just immediately hard counter it; it's effective only because it comes slightly before your opponents light vehicles.
With regards to repair speed, I think sturmpioneers should have the repair rate bonus removed from the minesweeper upgrade (or every other faction should get the bonus too) and maybe nerf sturmpioneer base repair speed (im iffy on base repair speed nerfs though because I consider fast/more efficient repairs to be a part of okw's design/faction).
I'm not sure what you would change about incendiary nades with regards to how it affects luchs rushes, but adding a fuse just seems like a good change in general.
About volks scaling, I definitely think that vet 5 stg volks should lose to vet 3 double bar more consistently.
AT options for other factions i agree with entirely. |
Yes I can, because the higher rank you are able to achieve with every faction means that you are more experienced, understand balance of all the factions better or are just plainly more intelligent than others. Its a strong correlate of better game understanding. Now if on the other hand you play only one faction or cant reach high rank it means that either you dont understand the game balance, you have not gathered enough experience, you are not interested in balancing the game because you want to play one faction or side only or you are just plain stupid.
Again, thats still not enough to dismiss another persons argument alone. Anyway, if you believe in those words so much, then why are you even trying to argue with me? I figured I wouldnt need to link my playercard since you can already see my ranks from this very page.
For someone who was asking me for 1v1 help only about a week ago, you sure are astoundingly condescending to me now. |
Mg34 main job is not to deal dmg but to suppress and block access to an area for enemy infantry. So what you need is good arc of fire and suppression. Dps in case of mg has secondary value at most. That means that mg34 is exactly what its supposed to do. Maxim on the other hand has neither the suppression nor arc of fire to reliably hold off axis infantry. Number of models doesnt really matter when taken into account long range weapon profile of axis infantry. Rifle nades and range of incediary nades.
Soviets have weak both infantry and weapon teams xD and I wouldnt call OKW weapon teams weak. MG34 explained above. ISG? weak? are you kidding me? rakketten with great armor penetration is bad? And to be frank OKW has much more going for them then just overpowered infantry, up until the patch goes live they still have FRP. Luchs performs great, flak too, stuka is the best non doc arty in the game, they get access to monster tanks during late game stage of the game. Only thing Im asking is for cons to be more balanced and you dont even wanna allow something as small as that.
oh rly, its lower but you dont know exactly you just 'feel like it' or at least want to disagree to block the topic
Yeah, the mg34 does its job (i wasnt arguing otherwise), and dps isnt quite as important, but you still didnt explain how the mg34 is stronger than the maxim... also, number of models is specifically important BECAUSE of rifle nades and incendiary nades. Low model squads are made similarly durable through received accuracy but get no such compensation against explosions/aoe. Again, large squads are specifically an advantage against this.
You can't just say that all a support weapon needs to do is fulfill its role (you more or less made the mg34s damage doesnt matter as long as it fills its role and suppresses), then later list two support weapons that are the worst at fulfilling their role and then act like fulfilling a role isnt important. The ISG has poor aoe and doesnt do much damage to infantry in garrisons (garrison clearing being one of its main roles, though incendiary nades mostly make up for that). The raketen has poor range and terrible survivability against explosions (shooting at tanks from far away, and not getting instawiped by them in return being its main role), though youre right that the high penetration is really nice, at least when it doesnt hit the ground on even slightly uneven terrain or get its shot blocked by a fence in situations where every other at gun would get a clean shot off.
http://stat.coh2.hu/squad.php?filename=volksgrenadier_squad_mp
The stats provided on this website were basically consistent with all of the DPS numbers you provided, except for the volks stg upgrade. Since our sources differed, one of our sources was wrong, and I didnt want to concretely state that yours was the one thats wrong since it could just as easily be mine thats wrong. Still, don't let any of this stop your from acting condescending and ignoring solid arguments. |
I already was top 30, I can get back there, can you? Show your playercard.
Again, you can't just dismiss arguments based solely on player rank. |
made a copy of my previous post |
I actually have never had problem vs kubel spam as USF. Kubels wont scale well into mid game, and luchs is managable. What i would suggest u is to make second RE, dont spread out your main army too much, and rush some rifleman to key covers, (and let 2nd Re cover other side of map), and rember always to focus fire sturms first (and anythig else whats coming), kubels will die eventualy, when your rifles will reach vet1, and will be upgraded. If u are in godo position, just take captain.
The key is not to get into bloodrage, and mindlessly chase shit around map, use USF long range to your advatnage - Priest doc is my choice, and u can use M1911 LMG to your favor, to rip schreds on any axis infranty, or u can take armour, and rape him later, cause, all these open fields mean - no chokepoints, so your m10 horde can roam pretty easly.
If u go with M 20 - dont overextend, make mines (try to bait luchs on em), and always keep vet 1 rifleman close, make AA HT later, and get yoru zook squad out, it will be enough to manage 1 side of map till 8cp (if luchs dont die on mines).
But best way to learn, is - just take okw, try to do kubel spam, and watch how others crush it, then just do the same as usf.
Are you really going to give me tips on how to play the game? and suggesting that i try okw and do kubel spam...? Acting like this is a l2p issue isnt really the best approach. And frankly, kubel spam at my rank is a different thing compared to kubel spam at your rank. |
What? Twice the damage means 320 x 2 = 640 not 480. Let me repeat myself for those of an IQ of a retarded chimp with a brain tumor having a stroke who accidentaly got hit on the head with a big rock.
A 1v1 scenario
- every skirmish starts in axis favored circumstances at long range
- both grens and volks get 82% more dmg output at long range
- not always do you have a chance to close the distance safely (road in between or a river with negative cover)
- while you close the distance axis are most probably in green cover safely having any incoming dps signicantly lowered, have best possible accuracy and reload time
- while you close the distance allied unit has no cover (or negative cover), is on the move making its reload speed slower and accuracy basically dogshit
- when you actually do get up close your unit has most probably lost a model already so its actually not 320 vs 480 but 320 vs 400 or even less (its even worse when grens have lmg)
- cons dmg with one less model at close range is 17,136 (around 400 hp) vs 24,88 (around 320 hp)
Do you now understand that hp doesnt really matter if you have no dmg output or is your iq even lower than that? Now on the other hand if a unit without a model would still dish out a higher dps at close range then it woul be fair. Because you could take the risk of closing in the distance and win the engagement. Such a unit exists and its called penals but it also costs 300 mp not 240mp. But in the upcoming patch balance fuckboy team is going to nerf penals 'on the move' accuracy instead of their long range dps to make your closing the distance riskier than before.
Btw how big of a fucking axis fanboy does one have to be to never allow the game to get even slightly balanced?
Not all engagements start at long range. If your unit needs to be at close range to be more effective (or in cons' case, in order to lower the dps difference and make it more equal), then you need to avoid long sight lines. Acting like a unit HAS to position itself such that it always engages in max range fights is idiotic and nothing but a l2p issue on most viable/tournament maps (maps like halbe, however, are designed such that max range engagements are mostly unavoidable though).
Also, his argument that units have to retreat when they reach two models is more or less valid, and your argument that "grens would have done so much more damage by then," blatantly ignores the dps numbers you just provided. Just admit that you didn't read the post before you responded to it, acted like an asshole, and made a fool of yourself. Just move on to making actual arguments instead of resorting to personal attacks.
Anyway, you act like cons HAVE to be able to win vs unupgraded grenadiers and unupgraded volks. Thats just not how faction balance works. What if i compared the okw mg34 to even the maxim? The maxim has 2 extra men, and twice the far dps of the mg34 all while coming out earlier and only costing 30 more manpower. Does that mean the mg34 needs a buff. What about when i compare it to the vickers which has twice the far dps and 3 times the point blank dps? The reason why this is relatively balanced overall is because okw have the stronger core infantry, but the weaker team weapons. Arguing that cons should be able to hold their own vs volks is conceptually a bad idea as long as okw are balanced around the idea that their infantry gets to be strong because their team weapons are weak.
Side note: your close range dps for upgraded volks isnt correct as far as im aware. If i'm correct, its much lower.
A few other things:
Acting like an asshole is the quickest way to let everyone know to ignore you. Personally attacking other people usually looks pretty desperate.
Being a higher rank in 1v1s doesn't automatically make you correct.
Acting like rank 87 in 1v1s is a high rank is...anyway, i guess you're welcome to feel like rank 87 is good.
Less relevant but:
You said that balance discussions/threads should be rank restricted so that only people who actually know what they're talking about could post. As far as I'm concerned, that cutoff should be rank 30 or better to achieve its goal, and you wouldn't even be a part of those balance discussions. |