Minesweepers aren't a no-brainer upgrade. If you want your engis or pios to serve in defensive/support role, you take minesweepers. If you want offensive role, you take flamethrower or leave them be. More upgrades should have visible and important drawbacks, not less.
Exactly, there is a reason why many players and casters call the squad minesweeper squad instead of engineer squad after upgrade. They are such a usefull unit that they need no buffs, they could loose all, not only 25% of their dps, if you as me. |
hulldown gives
25 percent more range
20 percent faster reload
25 percent less receiving damage
Here you are. |
Both ost and usf have too expensive tech compared to other factions, BP2 and major should be cheaper by 20 fuel each in my opinion in order to ballance. The fact that soviets can get to t4 before wehr can into t3 is just plain stupid. This promotes callin meta on both ost and usf and making tech a little cheaper will probably be rather sth to make more commanders viable than, a diveristy buff instead of direct buff. Right now strongest ost doctrines are mobile defence, mechanised and CAS with the reason lying in the fact they need no tech after t2. |
Sure, I'm very aware that homogenization is happening. I want to make people more aware that their calls for buffs/nerfs perpetuate that. Like I said before, it's probably because buffing/nerfing the direct role of the unit is the easiest way to "balance" out a unit, so it does become the most popular idea. But it might not be the smartest.
Just wanted to show that I'm very happy somebody else also sees it and started the discussion about it. It is something I'm trying to tell people for more than a year now still I always hear that the game is in much better state than it was at the release. It is ofc ballance wise and overall but the depth of first release version, or even the beta is sth I'm still longing for... |
You are right ofc, homogenisation is something that happens to the game from very beginning (3 into 4 men ost team weapons, killing all soviets and ost vet bonuses and so on) due to unsatisfied community members being more vocal than satisfied ones. And relic always listens to the crowd... |
now that usf ht has 360 degrees turning on its turret there is no point for okw one to wait for setup time, its already disadvantaged by having no mg to shoot and suppress on the move, less penetration and armour, why should it have setup time on top of it all? It could also use some kind health as 25% main gun destroyed crits are just murdering it like its nothing. |
Hello i have idea for new commander for Soviets. Polish army commander historically fits into the game's time frames( They were treated as seperate army) and can be a breath of fresh air in game.
My proposition is commander with Polish schock troops equipped with PPS-43 ,T48 57 mm Gun Motor Carriage or BA-64 and maybe air drop or other skills.
Polish army on East was armed in these vehicles and this is interesting proposition in my opinion.
What do you think? Share your comments
Considering how small the number of ukf commanders is wouldn't it be better to add Maczek's 1st Armoured Division commander for them if you want some Polish flavour? Yeah, I know it wont happen, but its a better idea to add hundreth commander for soviets, soviets don't need new commanders, they need some rework on unused old ones, same goes for ost. |
The problem is packing too much power and cost in a single ability (or unit), which makes it difficult to balance. The line between OP and useless gets really thin when tied to a high cost, as it will most likely only be used once or twice a game. People expect it to deal an insane amount of damage for the cost. If it doesn't pay off, you won't get a second chance and have wasted a large amount of resources on nothing.
Reduce effectiveness and cost is probably the easiest way to go.
In 1v1 its perfectly true as the match usually ends before you manage to gather 325, even in longest matches you rarely hit 1000 in whole match. On the other hand its perfectly viable and best even not considering the ability to put trucks in base on small 1v1 maps, most top players do it that way.
That said the ability works completely different in large games where every player spends thousands of muni in one match. In such conditions ability seems not only way cheaper and close to spammable but also trucks have to be put at the front line in order to make retreat time shorter. Still with enough cost the ability itself is more expensive that medic truck it kills.
To conclude the problem with ballancing is more that the ability seems to work completely different in each game mode and even if it will be cheaper and weaker the problem will probably persist. You can try to do it on this cost level as well... |
Being able to repair the glider and make more commandos would be nice, a cost reduction would also be nice though. I'd be happy with either change, but commandos are probably still going to be perfectly viable regardless.
Exactly, reinforcement point that can't be repaired is useless, especially as it pretty much never lands intact. Price reduction is also needed as unlike any other reinforcement building it can be destroyed by AA during deployment and you loose all the manpower spend on glider itself. And lastly if you actually manage to keep it alive both during deployment and then on the battlefield you should be rawarded with ability to build commando units. Not to make it any OP I suggest making their build time quite long so that axis have time to destroy it before second squad arrives. |
The horrible pathing when retreating all units makes is one reason why it sucks to be German when Air Superiority appears. On small roads with multiple tanks, most tanks will start to turn 180° and block each other. It's not a problem caused by air superiority but from pathing but it makes air superiority much stronger than probably intended.
The other thing you mentioned is the complete block of OKW out of base buildings. Every static HQ is wiped after air superiority which is a big kick in the nuts for the OKW player from which he often cannot return. OKW HQs are meant to be placed outside the base. Yes it's risky but it's a fundamental part of their gameplay. This shouldn't be countered by only one ability.
You have to remember that mechanised artillery is in the game for just the same purpose from the release of wfa. It is way cheaper with 180 and it does nearly the same, you just need few f.e. pack howie, at gun, tank or whatever shots to end trucks misery. So i would say that if air superiority is used to kill just one truck then its a waste of ammo if other ability can do it just as fine with cheaper cost. Also there is a chance of AS not killing a truck even if it is in the middle of the strike, which is bullshit in my opinion. To conclude, playing as okw i would take AS on my truck every time instead of 3 triple lmg sapper squads on the field.
But maybe it can be toned down to the point when it always leaves a sliver of health to the truck. Then the cost should also be changed to somewhere 200 muni |