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[1.510] Sublime Balance Concerns

Balance Discussion

#91672

[1.510] Sublime Balance Concerns

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Zerstorer is cockblocking Snug and I from the balance team, so I cannot see the current balance changes for the next patch.  I will post all of Sublime's balance concerns for 1.510 here instead.  I will update this original post as new concerns arise as I play.

If you decide to post here, please READ THE WHOLE THING and think over what you are going to write, especially if you are a newbie player.  I don't want to see some irrelevant compstomp comments.  When you post, please quote the specific balance concern you are going to address or reply to.

FACTION BALANCE:

Concern 1) In 1v1, early Soviet 1 CS, 3 Conscripts mix is stronger than 4 PG, and is OP against PE.
Reasoning: Although they lose more men, the PE player needs to kill 3-4 conscripts per every lost PG to win the manpower war, and this is not happening at all.  If USSR decides to get a 4th conscript, PE will lose map control very quickly.  Like USA, Soviets also cap faster than PGs, and the tank hunters that come later actually add to the rifle fire, making the pressure on the PGs too much to handle.
Solution: There needs to be some sort of slight nerf to CS, conscript, and TH rifles versus PGs.

Concern 2) In 2v2 early game, dual Soviets are at a severe disadvantage to both Wehr and PE.
Reasoning Versus dual Wehr, multiple MGs is guaranteed to lock down the high fuel, no matter how many conscripts come.  Even if you flank, it will not be enough, since MGs change directions, and any player worth their salt will have volks guarding.  Versus dual PE, PG spam just dominates the conscripts.  I know I just said PGs were underpowered versus CS and conscripts in 1v1, but apparently in 2v2 where there are large numbers of the squads, this is how it is.  In 2v2s, dual USA is valid because one player goes riflemen, while another can go WSC for snipers and MGs.  Soviets do not have this.
Solution: Make both barracks and the support center cost fuel, but also give the Soviets starting fuel, but only enough to build either the barracks or the support center.  Make the sniper and mortar available right after the support center is built (no upgrade needed).  Put the TH and AT gun together and make them cost an "Anti-tank Upgrade" that costs 2x the current cost of one of the support upgrades, and also make it reduce conscript reenforce cost by 4.

Concern 3) The KV2 is somewhat overpowered.
Reasoning: This is supposed to be an anti-blobbing tank like the StuH, so I understand it is supposed to do major damage to blobs.  However, it even does major damage to individual squads that aren't even blobbed together.  It 1-hit killed an entire volks squad once.  It is also very immune to panzershrecks, which I can kind of understand, since its an anti-infantry tool.  However it is also very resilient to PAK rounds too.  With such a strong gun and strong armor, its too much IMO.
Solution: Make its gun equal to the StuH's, OR make its armor more vulnerable to panzershrecks and PAK shots.

Concern 4) Katyushas are slightly too cost-efficient.
Reasoning: IIRC katyushas cost roughly 1/2 the manpower of a callipope.  The manpower price of the katyushas were based off of the number of rockets each shot.  However, katyushas have much higher damage per rocket and also less scatter.  Admittedly, katyushas have less armor and health and range than a callipope, but a good player will protect them well anyways, so that disadvantage is mainly negated.
Solution: Make the katyusha's manpower price in between 1/2 and 3/4 of a callipope's.

Concern 5) Tank Riders should be vulnerable to small arms fire.
Reasoning: They are currently as bad as kangaroos: 4 men shooting out and are invulnerable when they are on the vehicle.  Tank riders are more expensive than kangaroos, but they also come with guards, and the vehicle has a 76mm cannon attached to it.
Solution: Make the riding guards vulnerable to small arms fire.

Concern 6) Soviet snipers shoot too fast in respect to the other faction snipers.
Reasoning: USA snipers shoot slightly slower than Wehr snipers, since USA has more men per squad and have generally lower reenforce cost per man than Axis squads.  The USSR sniper currently shoots as fast as the USA sniper but the USSR has even more men per squad and generally even lower reenforce cost per man.
Solution: Make the USSR sniper shoot 30% slower than the USA sniper, but let it shoot faster by 15% at vet 1, and another 15% at vet 2, in addition to its current vet bonuses.

Concern 7) Partisans are currently slightly too strong.
Reasoning: They cost more than a single gren squad, so I understand if they can beat a vet 0 gren squad.  But even at vet 3, grens will still handily lose to partisans.  PGs also get pushed around.
Solution: Please check the combat power of the partisans.


Finally, to end this post, I would like to thank my friends at the balance team: GodlikeDennis, Killar, CranialWizard, and of course, the Sublime-in-training Apeman.    :)  I feel the current balance team has totally turned this mod around under GodlikeDennis's leadership, and has moved EF one giant step forward into a credible and competitive mod.  This post is in no way meant to insult the balance team's efforts; only to point out minor balance problems that were probably unintended or missed.  Thank you for reading.

Last edited September 26, 2011 at 4:58 AM by Yauz

#91690

Re: [1.510] Sublime Balance Concerns

well, I don't enjoy playing against unbalanced enemies.... so I guess you're right, Yauz. The fact is that most people don't feel the difference so hard ( or it's just me?), so they don't see it. Balance team made a huge progress in 1.5, however some things stilll need fixing.

+1 for fuel cost of Support Barracks. Only this, Kampkraft centre, Soviet Barracks and bloody armoury don't need fuel to build.

And moderators, don't lock this thread please. Some serious concerns are debated here.
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#91691

Re: [1.510] Sublime Balance Concerns

Yauz wrote:
Zerstorer is cockblocking Snug and I from the balance team, so I cannot see the current balance changes for the next patch.  I will post all of Sublime's balance concerns for 1.510 here instead.


Whaaaat? Sungz too? I know you and Z had some personal differences but i didn´t know about Snugz :(

Because these issues you point out belong to internal discussion.

Yauz wrote:
Concern 1) In 1v1, early Soviet 1 CS, 3 Conscripts mix is stronger than 4 PG, and is OP against PE.


Thats because Conscripts have a sqaud health of 295 but PE grens only 165 (3 men). In addition Conscripts will keep their firepower until they loose more than 5 men while the dps of grens instantly drops when they loose only 1 man.

I would say more about it but its not meant for official eyes :\

Yauz wrote:
Concern 2) In 2v2 early game, dual Soviets are at a severe disadvantage to both Wehr and PE.


Dammit can´t write here but would have much to say about it.

Soviets have a disadvantage a few minutes in the game because of the 35 fuel they need to get better weapons thats true.

So you suggest to skip the 35 fuel but make a price for the whole building like wehr has. Adding starting fuel costs i suggested too but for anpther reason.

Its a good idea and i will follow it :)

Yauz wrote:
Concern 3) The KV2 is somewhat overpowered.


KV2 was again toned down. Its meant to be more powerful than Stuh. It costs more too.
Paks and schrecks are the worst enemys for this thing already. It has churchill armour and nearly every pak shot penetrates. A gren sqaud shooting from the rear and a pak from the front and this thing is gone. However we can adjust the Health always.

Yauz wrote:
Concern 4) Katyushas are slightly too cost-efficient.


Already in discussion

Yauz wrote:
Concern 5) Tank Riders should be vulnerable to small arms fire.


Thats the problem. They use the PE HT sitting. Means its like they sit in a HT and can be sniped, damaged by explosions but can´t hurt by small arms fire. I dunno if its possible to realize this.

Yauz wrote:
Concern 6) Soviet snipers shoot too fast in respect to the other faction snipers.


Interestingly The soviet sniper minimum cooldown is lower with 1 point than US ones but all other stats are the same lol. We will look into that.

Yauz wrote:
Concern 7) Partisans are currently slightly too strong.


Partis have 2 PPSH and one MP40 and 1 Mosin and 1 Kar98. What makes them so powerful are the SMG´s. Grens should fight them from the distance where they have the advantage (4kar98 > 2 rifles)
However i understand that it isn´t always possible because partis come from the back and strike mostly from uncloaking.

We will have a look into that.


Regards
#91692

Re: [1.510] Sublime Balance Concerns

Just out of curiousity can concern # 5 be changed in any way or is it more of a tech issue :P
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#91739

Re: [1.510] Sublime Balance Concerns


Of course I agree with point #1(actually I wouldn't adjust CS against pgs though, since it can be focus fired quite nicely also, and slowed for the kill[by the way, is this going to change to reflect the retail ability?]), and katyushas piss me off to no end, for their cost and effectiveness.  I just think the prop war doctrine dominates right now, and its mostly because of these munitions free artillery pieces, of which there will be at least 2 out, impossible to get to without wading through tank hunters, and keeping all the munitions free to start dropping the a-bombs of GOW every time the ability becomes available.  Kats also just hammer tanks.  even the jagtiger gets mauled by these rockets, which just keep coming.

I haven't played any 2v2's.  If there is a problem, i'm not sure of the solution.  How much fuel would it take to get out any vehicle deterrent under this plan? Seems like a long road to anything that could effectively counter an ac, unless I'm misunderstanding the cost you're proposing.  I also just like the way the support units are split up right now. 

I do think that the major should be unlocked whether the barracks or the support building are built though, to allow for at least theoretical(if not practical) flexibility, but yeah, that won't do anything to address the problem you're asserting.

Last edited September 27, 2011 at 5:26 AM by Joshua9

#91750

Re: [1.510] Sublime Balance Concerns

@ KV2

I think it should be switched with street fighting, that way it comes out later and its power is worth the cost

@yauz, also im kinda curiopus on your opinion on the OBR field gun, because it seems that half the people like it while others say its useless
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Last edited September 26, 2011 at 6:25 PM by robotnik

#91765

Re: [1.510] Sublime Balance Concerns

robotnik wrote:
@ KV2

I think it should be switched with street fighting, that way it comes out later and its power is worth the cost



+++ thats what i suggested too.... KV2 comes too early imo... as its so heavy armored, its a real challenge to conter it in that phase of game...
#91787

Re: [1.510] Sublime Balance Concerns

robotnik wrote:
@ KV2

I think it should be switched with street fighting, that way it comes out later and its power is worth the cost

@yauz, also im kinda curiopus on your opinion on the OBR field gun, because it seems that half the people like it while others say its useless


The KV being switched with Street Fighting is a good idea.  However, if that happens, Street Fighting will come earlier, and I think the Sturmovies should only be allowed 1 flamerthrower instead of two.  Putting two flamethrowers on assault infantry was too much, even when Street Fighting was the last ability on the doctrine.  Its like giving KCH two flamethrowers lol


As for the OBR, it really depends on who likes it and who thinks its useless.  A bad player who doesn't play their units right might start thinking their units are useless for example.  Personally I think OBR is fine versus Wehr, but its OP versus PE.
Why?  Because the OBR gun is specifically strong against infantry and light vehicles.  Wehr's infantry are cheaper per man, so when an OBR kills a grenadier, its only 37 reenforce cost, plus the body might be recovered by a medic.  Against PE, its 45 manpower down the drain, guaranteed.  As for light vehicles, Wehr doesn't really have much in terms of light vehicles.  There's the halftrack, but it is not central to T2 play.  The Puma is central to T3 play, but the StuG from the same building can be used to kill the OBR.  PE on the other hand, lives and dies by their light vehicles.  The OBR pretty much negates all of their vehicles.  The only thing PE has that can kill the OBR are shrecks, which are sometimes not teched to, dual Panthers, which are extremely late game and mostly a luxury in 1v1s, and Mortar HT, which takes an extremely long time to get the job done, but by then Tank Hunters or PTDRs are most likely to chase it away.

Last edited September 26, 2011 at 9:24 PM by Yauz

#91790

Re: [1.510] Sublime Balance Concerns

I haven't tried it yet but can the 76mm gun move or is it stationary?  If its such a problem maybe some nerfing is in order :P. Im just saying this due to what Yauz said.
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#91791

Re: [1.510] Sublime Balance Concerns

Fishhunterx wrote:
I haven't tried it yet but can the 76mm gun move or is it stationary?  If its such a problem maybe some nerfing is in order :P. Im just saying this due to what Yauz said.


Its a stationary but it has pretty long range.  Its also an emplacement.
#91794

Re: [1.510] Sublime Balance Concerns

If its like the 105 howitzer then I can see how it may be problematic on small maps. It will just keep firing and blow shit up :P
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"Grenadiers! Fall In!!"
#91809

Re: [1.510] Sublime Balance Concerns

Yauz wrote:

However, if that happens, Street Fighting will come earlier, and I think the Sturmovies should only be allowed 1 flamerthrower instead of two.  Putting two flamethrowers on assault infantry was too much, even when Street Fighting was the last ability on the doctrine.  Its like giving KCH two flamethrowers lol



double flames are a unique doc ability, like storms with blitz-doc can get double schrecks/stg44 or pe-grens get double-schreck when tank-doc is chosen (what comes also very late by CP btw)... i dont see there any problem... of course double flames are very strong, and they should be imo, like storms are very strong vs tanks/inf too (depends on what weopons are given - stg/schreck)... 

Yauz wrote:

Personally I think OBR is fine versus Wehr, but its OP versus PE.




i agree that its very powerfull vs pe, even maybe OP... a brit 40mm bofors is devastating against light/medium pe vehicles too, but its not that hard to conter, since the range of 40mm is limited... the only prob for contering OBR as pe is the range, which is enormous... 17pounder has enormous range too (not that much like OBR) but is only usefull against heavy tanks and very bad against inf. btw: before ppl are saying "u cant compare 40mm-bofors with OBR" - yes i know, just wanted to show the problem of OBRs range

Last edited September 26, 2011 at 11:24 PM by donthateme

#91840

Re: [1.510] Sublime Balance Concerns

I think I have an idea on how to make Tank riders damageable when riding. Unless a solution is already out :P.

You know when a tank or AC shoots a buildng for a while a big gapping hole in the window appears, leaving soldiers more vunerable to gunfire. Maybe we could use the stats of a building w/o windows or missing wall for the T-34. Or would this not work ???. Im not tech savy ;).
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#91841

Re: [1.510] Sublime Balance Concerns

Fishhunterx wrote:
I think I have an idea on how to make Tank riders damageable when riding. Unless a solution is already out :P.


Thx but a solution is already worked on.

These points of concerns should be internal not public. A shame that you got kicked.
#91845

Re: [1.510] Sublime Balance Concerns

I agree on the Partisans
i have just played a 1v1 vs a friend (we are pretty even) and my 2 partisan squads fucked up 2 vet 3 grens with one DP-28 each (he took them from my dead strelkys) I charged their yellow cover....
I think urban doc in general is pretty near-OP
sturmovie engeniries just rape EVERYTHING, they burn 3 squads in like 5 secs.
PE is just at a huge disadvantage vs soviets atm
i am not as good as yauz so i cant make awesome suggestions
but i am with him on most points!
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn
#91864

Re: [1.510] Sublime Balance Concerns

Killar wrote:
These points of concerns should be internal not public. A shame that you got kicked.


I didn't get kicked.  I voluntarily left because there were no effective changes being made to the EF balance under Zerstorer's fail leadership.  It was pointless to stay and talk to a brick wall.  Later people like Snug were ousted, and Sublime were called Axis fanboys.  Ironically, RedGuard came into the team around the same time.

Then, when GodlikeDennis took over the balance we wanted to rejoin the balance team, but then Zerst uses his last breath to permanently cockblock us.  Reasons cited were from his own personal vendetta against us and a "no second chances" policy.  Ironically, RedGuard quit the balance team once and was able to rejoin without a problem.


This section IS named the Balance Discussion, so I don't see why anything related to balance shouldn't be allowed to be disclosed here, even if it is "public".

@ donthateme on street fighting only giving Sturmovies 1 flamethrower per squad if the ability is moved up the tree, I stand by my word.  As for the reasoning, you might be forgetting that 2 flamethrowers are much stronger than 2 StG44s, and also that the Sturmovies already come with PPSHs too.  Loading too much firepower on a squad makes it OP.

Last edited September 27, 2011 at 7:40 AM by Yauz

#91867

Re: [1.510] Sublime Balance Concerns

You can get 1 flamer without Streetfighting? Whats the point of streetfighting if it dosn't give you something special?

The extra flamer is all it does, without that it does... Absolutely nothing. Whats the point then? Remove it :P
#91868

Re: [1.510] Sublime Balance Concerns

Monos wrote:
The extra flamer is all it does, without that it does... Absolutely nothing. Whats the point then? Remove it :P


Thats the reason why i said better internally.

Street fighting gives you:
- 2 flamer upgrade to sturms
- +10HP for engis
- Incendiary barrage for heavy mortars
- Phosphor nade for Strelky
- and one more that im surely forgot

@ Yauz

I didn´t mean you got kicked but Snug

@ Street fighting

Double flamers will stay because its a design feature of the doc and it is adjusted cost wise for the balance already.

Wish was to swap KV2 and street fighting because the KV2 alone deals more damage after 5CP than the street fighting ability .

Last edited September 27, 2011 at 9:32 AM by Killar

#91869

Re: [1.510] Sublime Balance Concerns

Yes, people like Monos obviously didn't read the original post and just type dog shit without thinking.  But this is all I have access to, and I'm rolling with that I've got.

For Sturmovies:
The problem is the squad is already strong and the flamethrower is pretty much the strongest infantry weapon in the game.  Even vet 3 flamer pios have more vulnerabilities than flamer sturmovies, such as mines and snipers.  If you guys are so confident in keeping it 2 flamers, I'll end it with that, but if this turns out to be OP later, don't say I didn't warn you guys.  I can already foresee 2-3 of these flamer squads making the whole Wehr T2 and all PGs obsolete.
#91870

Re: [1.510] Sublime Balance Concerns

I've read this whole thing days ago. I replied to your "remove dual flamer" Post only!

Streetfighting before KV2 cool, remove flamers making it useless again.. Thats not soo cool.

Maby Zerstorer rallyed against you because you write offensive stuff at all who shares their opinion that ain't in your "Pro-Dudes" list.

QuoteI can already foresee 2-3 of these flamer squads making the whole Wehr T2 and all PGs obsolete.


Maby. But can't you just stay out of cover. If it's a huge blob with other infantry too.. Can't a T3 nebelwerfer or mortars just own the whole Blob?

Quotebut if this turns out to be OP later, don't say I didn't warn you guys.


Reducing the CP might make another change needed, time will tell :)

Last edited September 27, 2011 at 9:51 AM by Monos

#91871

Re: [1.510] Sublime Balance Concerns

Monos wrote:
I've read this whole thing days ago. I replied to your "remove dual flamer" Post only!

Streetfighting before KV2 cool, remove flamers making it useless again.. Thats not soo cool.

Maby Zerstorer rallyed against you because you write offensive stuff at all who shares their opinion that ain't in your "Pro-Dudes" list.


Yes, I say whatever the fuck I want to say, to whoever I want to say it to.  Especially noobs talking about balance without knowing exactly what they are referring to.  First of all, street fighting has other benefits other than dual flamers.  Second, IIRC, you cannot get even a single flamer on sturmovies without street fighting.

If you have a problem with what I have to say, go cry about me all you want with Zerst and get the fuck out of my face.
#91873

Re: [1.510] Sublime Balance Concerns

QuoteSecond, IIRC, you cannot get even a single flamer on sturmovies without street fighting.


When did that hotfix come out? Last i checked you only need Sturmovies upgrade to get flamer.
#91874

Re: [1.510] Sublime Balance Concerns

IIRC the normal ingenerie can get a single flamer after the sturmovie upgrade, but not the sturmovies themselves.  BTW, sorry for being so harsh.  Its like 3am here and I'm still crunching numbers studying for my accounting exam lol...  Just a bad time of the day for me heheh  :-[

Last edited September 27, 2011 at 10:02 AM by Yauz

#91875

Re: [1.510] Sublime Balance Concerns

Yauz wrote:
IIRC the normal ingenerie can get a single flamer after the sturmovie upgrade, but not the sturmovies themselves.  BTW, sorry for being so harsh.  Its like 3am here and I'm still crunching numbers studying for my accounting exam lol...  Just a bad time of the day for me heheh  :-[


Maby your right.. I'm in game testing.
#91878

Re: [1.510] Sublime Balance Concerns

Yauz wrote:

Especially noobs talking about balance without knowing exactly what they are referring to. 



well yauz, thats the reason balance issuses shouldnt be discussed in public... i am not reffering to someone special, its just the problem, ppl talking about balance issues/concerns who dont have a clue how this game is played.. tough its nice to see that u said what u think about balance, but a public discussion about that will be not a good idea i think... maybe better to discuss this by PM..

@ double flamers: imo stormtroppers with double stg44 are way better than double flamers (of course it depends on situation), since they can cloak themselfes and get close to the enemy without even taking damage...

Last edited September 27, 2011 at 10:09 AM by donthateme

#91879

Re: [1.510] Sublime Balance Concerns

You were right about the Sturminginery not having flamers as upgrade available.  :-X
#91880

Re: [1.510] Sublime Balance Concerns

BTW what happens to the mine sweeper when 2 flamers are purchased ??? Does it get replaced or what? IMHO I still think regular SU engineers should get a minesweeper :-\
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#91883

Re: [1.510] Sublime Balance Concerns

Had your friend had an MG, that wouldnt have happened. He could (should) have thrown a grenade in your path or backed away into some more firepower, since its common knowledge that Guards and Partisans rape Grenadiers.

Sturmovie are being addressed, yes? But at this point yes, they are gloriously OP for their armor, HP, and dual flamers with urban doc. Keep an MG AND puma in the back and you should be good to go. Hell, even a halftrack is great against units like that. Ofc, watch out for tank hunters.
Pocketsize wrote:
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#91917

Re: [1.510] Sublime Balance Concerns

Fishhunterx wrote:
BTW what happens to the mine sweeper when 2 flamers are purchased ??? Does it get replaced or what? IMHO I still think regular SU engineers should get a minesweeper :-\


DP-28? I remember that in 1.3 and 1.4 version, sturmovie gets DP-28 instead of minesweeper, of course when you upgrade them with double flames. I don't know how is in 1.5.
#91918

Re: [1.510] Sublime Balance Concerns

Nope, was reported and fixed :).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#91922

Re: [1.510] Sublime Balance Concerns

blackbishop wrote:
Nope, was reported and fixed :).


So what are sturm engineers currently armed with ???. Im confuzled :P
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#91925

Re: [1.510] Sublime Balance Concerns

Fishhunterx wrote:
BTW what happens to the mine sweeper when 2 flamers are purchased ??? Does it get replaced or what? IMHO I still think regular SU engineers should get a minesweeper :-\


TheDzierzanPL wrote:
DP-28? I remember that in 1.3 and 1.4 version, sturmovie gets DP-28 instead of minesweeper, of course when you upgrade them with double flames. I don't know how is in 1.5.


blackbishop wrote:
Nope, was reported and fixed :).


Confused in what part ??? The equipment of Sturmovies is three PPSH-41 and one minesweeper as usual and you can see it ingame.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#91926

Re: [1.510] Sublime Balance Concerns

Oh ok :P. Dzierzan's post confused me. My bad :-[ Can you remind me again why SU engineer cant use minesweeper :P
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#91945

Re: [1.510] Sublime Balance Concerns

Eh... is "design decision" a valid answer? :P

I think would be redundant. But perhaps something can be done.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#91949

Re: [1.510] Sublime Balance Concerns

Fishhunterx wrote:
Can you remind me again why SU engineer cant use minesweeper :P


Because conscripts want to have a chance to show their devotion to their motherland.
#91955

Re: [1.510] Sublime Balance Concerns

Yauz, as i remembered corretly we played against each other on moscow map.

as to your remarks regarding RU V PE, as i remember in game we were almost even in the beginning, and then jou brought out your mortar truck. your effective use of the damn thing started to push me back and i couldn't capture any territory.

i think as the the game stands it is totally fair... the reasoning:

1. building cost for mortar truck is 20 fuel (i think since not big on pe)
2. mortar truck cost is 40 fuel.
thus 60 fuel total

3. i personally don't use tank hunter- which to make playable cost 35 fuel. and obviously effective use with mortar truck with a few pe squads will destroy any attempt to destroy the mortar truck. (with its speed it can just charge back to its base)

4. for me the most effective way to make the mortar truck obsolete is to build T70's. which cost 145 fuel just to build the first one!
(55 fuel tank hall + 55 fuel light tank upgrade + 35 fuel for the actual tank)

so for me if the pe player can get 2 mortar truck's on early to choke all the fuel points the came is basically over....



#92002

Re: [1.510] Sublime Balance Concerns

aBandit wrote:

3. i personally don't use tank hunter


biggest mistake vs pe is that one.. i made it myself a few times..tank hunters are the best way to deal vs pe, they just rip apart theire light vehicles  ;)
#92003

Re: [1.510] Sublime Balance Concerns

@neox88: I'm sorry but did you play against Yauz's PE as Soviet? Talking easier than doing.
When I played with Killar, I had to make a painful choice, use conscripts or spend precious amu and fuel to detect mines, in the end conscripts are chosen :(
So should the ingernery have earlier mine detectors?
I'm drunk now, I'm outranked you in philosophy.
#92004

Re: [1.510] Sublime Balance Concerns

@stavka88
@neox88 is right, TH would helped him more.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#92013

Re: [1.510] Sublime Balance Concerns

aBandit wrote:
Yauz, as i remembered corretly we played against each other on moscow map.


What???  When was this?  I don't think we ever played, mate.  Whats your in-game name?  Mine is SublimeYauz and only SublimeYauz.  I don't recall having played a PvP game on Moscow since patch 1.31...  I also don't see what the mortar halftrack has to do with anything mentioned in my balance concerns / proposed solutions.
#92017

Re: [1.510] Sublime Balance Concerns

I think it was part of his arguement that Soviet dont need nerf :P.

If Im correct (yes I read the whole thing :P) he argues that SU vs PE is a fair fight if you use your MHT correctly to counter SU. He also says that you can use T-70 to counter a MHT. But you can use a Marder to silence it and it cost a significant amount of fuel to get to :P
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#92055

Re: [1.510] Sublime Balance Concerns

Yea, we played... i think your exams are making you suffer of short term memory :) in-game name: aBandit, you hosted a map and i suggested you to change it to moscow, which you did. It was like 3 or 4 days ago.

your claims that conscripts over power pe in 1v1 is not completely valid (its what i think), all you have to do is hold them(conscripts) in check for a while until you get MHT. For we all know what happens when a mortar round explodes next to them = pink mist
#92057

Re: [1.510] Sublime Balance Concerns

aBandit wrote:
Yea, we played... i think your exams are making you suffer of short term memory :)


haha perhaps you're right...they've been going on non-stop for the last 2 weeks...I've been cooped up in my damn house studying lately, but its finally over.

Last edited September 29, 2011 at 4:37 AM by Yauz

#92061

Re: [1.510] Sublime Balance Concerns

i know what you mean, i study Law and its basically hours on end sitting in a chair developing back spasms...

we'll have that rematch!
#92080

Re: [1.510] Sublime Balance Concerns

stavka88 wrote:
@neox88: I'm sorry but did you play against Yauz's PE as Soviet? Talking easier than doing.

yes i did actually, he was pe and i was soviet, last week ago, irc. and that is why i m saying how much important are tank hunters vs pe. i made a mistake, i was too slow, then he brought in light vehicles, and he torn apart my conscripts and strelkys, and Yauz won, fair and square.  :-\ but man i m glad that he won, cause i learned a lot from that defeat.. i m a much better player since then  :)
#92162

Re: [1.510] Sublime Balance Concerns

Yauz wrote:
Fishhunterx wrote:
Can you remind me again why SU engineer cant use minesweeper :P


Because conscripts want to have a chance to show their devotion to their motherland.

i think it is good that way
mines are one of the last things able to stop sturmovie flamer squads
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn
#92188

Re: [1.510] Sublime Balance Concerns

Pauly3 wrote:
Yauz wrote:
Fishhunterx wrote:
Can you remind me again why SU engineer cant use minesweeper :P


Because conscripts want to have a chance to show their devotion to their motherland.

i think it is good that way
mines are one of the last things able to stop sturmovie flamer squads


What about snipers :P?
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#92190

Re: [1.510] Sublime Balance Concerns

Whats the problem with snipers?
#92192

Re: [1.510] Sublime Balance Concerns

Killar wrote:
Whats the problem with snipers?


Can a sniper take out an Assault SU engineer or does it take 2 shots. Never tried it :P
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#92193

Re: [1.510] Sublime Balance Concerns

one shot