Believe me when I say it that I've seen forward retreat and automatic repairs (from OKW for example) or at least the high repair rate of the WFA being superior to that of the EFA being nerfed being suggested.
And the political comparison is the closest thing I could thing of at that moment but yeah considering it was very late night you're kinda right about it now that I think about it.
Still, why not bring up a few EFA units up to WFA levels again, instead of nerfing them. What comes to my mind first is the EFA main line infantry units, those being the Grenadiers and Cons.
I mean, how are you exactly going to nerf the KT down to Tiger levels without losing any credibility for the game being "realistic" (what little realism there is left) and without an uproar from the Axis player base? Of course this just an example but I think you understand what I'm talking about and I agree that there is a gap that needs to be bridged between the WFA and EFA before the support for the game ends.
Power creep affects repair speeds and infantry strength.
WFA general infantry have strength of EFA elite call-ins.
There isn't much issue with armor, especially now that allied stock TDs are more then a match for axis heavies.
At the end, it still boils down to EFA veterancy being just inferior to WFA and up and I'm not even talking about raw bonuses, but vet1 abilities and passives as well, which EFA simply do not have, EFA vet1 for everything that isn't ost tank or SU penals is just a cosmetic, at best a gimmick while WFA and UKF have all useful, meaningful and interesting vet1, often affecting direct gameplay. You won't find the same for extremely passive, generalized and boring vet1 of EFA.
typical answer from a crybaby "getting paired with bad players, that most likely means you're one of them " if you cant give a solution or discuss like a grown up individual you better say something useful or nothing, ive been playing this game for a year and half and its my second time to post something here because ive taken enough
I find this post to be the most ironical thing these forums have conceived this year.
If after 1000 of hours you are being paired all the time with bad players, that means matchmaking is definitely NOT the main issue here.
But your "grown up" attitude clearly tells us that you will not accept any advice or hints and definitely do not look for them either.
Apply your own advice to yourself.
You gave us no background what so ever-you're just ranting.
Balance wise its not a weakness, since ALL infantry get suppressed. Its like you would say their advantage is the two leg they have, so they are not stationary unit. Its true, but the same can be said about all infantry units.
That is like saying AT guns are not a weakness of T34, because all tanks get countered by them....
How many infantry have light armor except the shocktroops?
Let me present you the light armor:
Mortars might arrive late, but they arrive with a smoke. LeIG doesnt, and again... volks are base infantry, penals are not.
Not really sure where you're going right now.
You're trying to say that combined arms is more effective then single unit spam?
Also, pair of Leigs will make a short work of any support weapon, it still have heat seaking shells.
I was wondering how come Relic decided to lock MG34 behind a tech level, for a faction that is most vulnerable against suppression, while giving USF a t0 OP mortar. Where is the logic behind this?
Because they wanted MG34 timing to be the same as it was when it was doctrinal and because they wanted USF T0 to be less stale and one dimensional.
Suppression is not a weakness... all infantry get suppressed. Penals are no different except they are only lack of direct MG counter tools.
But Penals are not base infantry... conscripts are. Also there are soviet mortars with smoke in case you want to jump those mgs.
How is that not a weakness to you?
And if you want penal exclusive weakness-light armor. They got nothing on it.
Mortars will not arrive before 8th-10th minute because you need that field presence first, then either T2 or 120mm.
Volks however are OKWs main infantry, yet they have no sprint, no smoke grenade, nothing. They dont even have a mortar with smoke. Their MG on the other hand is locked behind teching, while USFs broken piece of sh*t mortar is T0.
MG34 arrives around 3rd-4th minute if you tech med truck. You also have Kubel, which is excellent at harassing penals and forces soviet into enduring bleed until 2CP or getting M3, which is hardly a reasonable choice currently and becomes completely useless once kubel is dead.
While you are right, you don't mention that the ISU also one shotted inf squads in 100 range about 50-80% of the time back then because it didn't need to change ammunition and had a huge sight radius with its ability.
The Elefant won against the ISU and other tanks, but the ISU won against everything else, especially every kind of infantry.
Short-range upgrades and abilities on a medium-long range unit is just weird design generally, which is why even now that penals are finally worthwhile they still have a bit of an awkward role. Before it felt like penals didn't have a use at any range, now it feels like they don't have a weakness to any infantry bar snipers or Obers.
Flamer is mid range weapon.
Penals are effective at all ranges.
From my experience with penals, flamer is not a no brainer choice either, due to low rec acc vet penals don't really want to be at mid range all the time.
And their weakness is suppression, they got nothing on it except for plain flank.
In 1v1 it's not an issue on most maps, a T1 start is still vulnerable as ever to a rush from the luchs or new flame HT and the soviet player needs skill to control fuel and prevent that from happening. In 2v2 it does seem a bit too strong, especially in the early-mid game since the teammate can provide AT. The MG42 offers an effective counter but doesn't always perform that well in the face of current indirect meta or OP US mortar.
The team mate in 2v2 needs to keep the AT for themselves, because axis lights are also considerable threat.
You need to tech to T2 or use AT call-ins.
Soviets don't have USF mortar and USF is not 100% of the time the team mate, so that argument makes completely no sense.
ISU against ELE was a fair Duel, also ISU rolled Ele with the mark target (who took the shocktroop one sucked)
Even WITH mark target, Ele had ~100 more armor, TWICE the penetration and slightly shorter reload.
Ele penetrated RELIABLY IS-2, while ISU struggled to pen tiger.
Third party software should not be required for something as simple as key binding, a feature that's expected in every modern game because it's not 1990. Some anti-cheat systems also pick up these programs, so using them puts you at risk of being banned from certain games.
Its hardly a common thing for RTS games really.
I know only one, maybe two RTS games with custom keybinds, otherwise its default or grid.