So they in other words since the disparity has lessen they are buffed in early game and nerfed in late game.
And since the KOTH has demonstrated that UKF are OP in late game the change is an overall buff to the UKF faction because it buff their early mid game where they suffer.
I never claimed that it was bad change, my point is that it is bad timing. UKF need to redesigned/overhauled as faction and then change the Piats. Piat change at this point will probably cause more issues than it will solve.
More like buff for bad players and nerfed for good players. Usage potential has been brought down.
If you weren't using PIATS before cause you didn't know about attack ground: it's a buff.
If you were using PIATS before, by using attack ground to kill OKW buildings, emplacements and pinpoint hitting vehicles with high deflection damage: it's a nerf.
Reminder that this are the changes:
Gave PIAT homing projectile, if there is no obstruction between the PIAT and the target
PIATs have the same accuracy as bazookas for ranges between 0 and 30
Adjusted scatter offset, so that misses are centered around an immobile target Range reduced from 45 to 30
Damage reduced from 120/80 (penetrating hit/deflected hit) to 100/25
Munitions cost increased from 40 to 50 Fire-aim time reduced from 2.4 to 0.625 (reduces delay to fire)
Increased reload time to match that of the Bazooka Reduced scatter, so that PIATs in indirect-fire mode are unreliable (especially when the user is suppressed) Post_firing_aim_time increased from 0 to 1.25
Cooldown time decreased from 1.25 to 0
Reload time increased from 4.5 to 5.75
I'm mostly only seeing nerfs. If i had to choose from having a bazooka with less range on a mostly non mobile snare faction or old PIATS, i'll keep old PIATS.
I was unable to download the Winter Balance Patch due to Relic's Brilliant download system so I am unaware of any minor nerfs and buffs, I only remember what I read from the changelog and what I heard others discuss.
WBP didn't touch it. After WFA release and it's required nerf, it has never been use-able early on.
So basically their casting ranges are the same... if that's so then you can close the thread then. I thought/felt that the Volks' snare kinda shorter than Grens'... Maybe just a feeling and mis-info.
as well as their ability to volley fire which may be crucial in some early game parts in order to gain ground and force the enemy to retreat.
Since the nerf, Volley fire is no longer viable unless your opponent is asleep. You won't suppress anyone fast enough before they focus fire the RE and kill you.
OP: IMO you are just handicapping yourself in case something goes wrong. If you can somehow make medics jump before the ambulance get's killed that's "good" but putting a utility/combat unit out of the match is never a good idea.
For a start they are paying extra mp for the ability to spawn in a building.
Second: THEY ARE NOT A SHORT RANGE SQUAD. Think about PG on steroids. They have great DPS at ALL ranges but they are glasscannons. Do not use them for assault unless you are going against support weapons or you are screening with Volks and your opponent doesn't know what is focus fire.
Stay at range against SMG/AR. Stay closer against LMG/Rifles. But mostly, sit them on cover.
There's a fundamentally difference: it's easier (not impossible) to sell non-gameplay affecting DLC on all those games, cause they belong to a different genre.
1-It's easier to see skins on a FPS or MOBA than on an RTS. Skins on MOBA also comes with new audio queues and FX. We can't make soldiers shoot flowers.
2-You can't freely willy add new gameplay elements. Hearthstone is an CTG, with one of their fundamentals been card collecting. MOBAs have a huge roster of heroes/champions and freedom of creativity on what to implement. An RTS (been more of a niche genre compared to the past) has way less space to expand. Even more, a game based on a certain time period which is not modern/science fiction.
To not further go deep in the subject, when one plays an RTS you don't expect to "win" a game by having a certain commander/bulletin on your loadout or not.
If that would be the case, then you shouldn't have to go blind into RANKED automatch. Map appears, each players selects it's loadout (commander + bulletins) and then the game starts to load up.
3-The whole P2W sentiment would had been different IF:
A) The game was not sold at a premium cost. There's a huge fundamental difference between a F2P and having to pay for the game, and expend on DLC just to remain COMPETITIVE.
B) Supply system from the getgo and not 2 years later.
C) Balance patches been more frequent. Ok, you release overpowered commander? If there is a completely broken function you SHOULD patch it as soon as possible (1 week). Balance adjustment can be done with some feedback info from +2 weeks. Small baby steps, not huge swings (no ninja changes as well plz)
4-Instead of messing around so much with the competitive mode, i'm not sure why they didn't expand on the compstomp community. They have the numbers so they probably know better, but i think there was space for the Theatre of War to shine.
Release solo/co-op missions and you can then sell completely overpowered commanders which can ONLY be used on custom/co-op mode.
I think the Soviet tank commander is ready, but Relic has not released it and I don't understand the reasons.
You want Tiger Ace 2.0 and Windustry in the game again? This is how you'll get it.
No retreat commisar commander: it's not gonna be released cause systematically we have removed abilities which manipulate resources drastically. Commisar, as unit is there, but don't expect the original concept to be implemented (you can't retreat, insta production of infantry units, more mp gain, mp blitz)
Soviet Ace T85s: yeah... That went really well in the past. Same as having "light" cheap t76s as callins.
Defensive commander 2.0: i can't remember well but it was quite boring. Some abilities were useful (mg bunker) but not just to dedicate a commander for it.
Penal OH commander: Original UK Air superiority, flame barrage on mortar and 5 PG with shocktroops armor and double flamethrower. What can go wrong.
OKW tools for OH commander: repair pios, AP shell (?) and command tiger/PV. I'm pretty sure i'm combining 2 commander concepts (dude with stuff) but can't remember really well what they looked like.
Resource manipulation abominaton (OH commander): i think this didn't left the concept board so let's leave it at that.
The best thing they can do is: get all those interesting ideas/units/abilities and start swapping them with the gross amount of repeating skills we have in the EFA roster. Example:
SU:
NKVD: receives the commisar
Armored assault/Advance warfare (this 2 would make "some sense") or better yet any non-never-meta commander: Green T76s, Elite T85s (it should cost fuel), global blitz
Defensive commander/Urban defense: mg bunker, defensive ability
OH:
Kinda harder to select a commander but it should be prioritise to not select any meta or almost meta commander.
Air supremacy 2.0, BALANCED Assault PG, command PV/Tiger, mortar flame barrage, repair pios