Home › Forums › General Discussion › Balance Discussion › Balance Crusade: making tier 2 matter.
- This topic has 1 reply, 2 voices, and was last updated 5 years, 11 months ago by Olhausen.
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05/01/2019 at 12:29 am #7719Death_KittyModerator
I call this balance crusade because I, balance whiner since… whenever, have no ideas. Tier 2 is that phase of the game when you rush the OKW player with stuarts/AEC, then go strait into cromwell/sherman spam and end the game with the OKW player ranting about how OP whatever doc you just used to that was. (yes US and UK armor, we are looking directly at you. and UK arty. sub in a couple of howitzer batteries for some cromwell, same ending)
Now I think the problem is that tier 2 last too little for us to know what tier 2 balance is even like. The new changes in terms of tier- costs will help, but I cant see players from any doc lingering in tier 2, instead just bum-rushing to tier 3 to get to tanks, because who cares about light vehicles.
I think that making tier 2 longer (increasing fuel cost) will give more time to make a choice: horde fuel to tech up, leaving yourself vulnerable to light armor, or try to kill your player with light armor. Now there is also the issue of what do you get at tier 2? most of the time, not much. How can a luchs compete with multiple stuarts, or even an AEC or Valentine? (and Puma might be overpriced to boot)
I’m not exactly sure what all of the issues are. What are all of your takes on this?
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06/01/2019 at 8:46 am #7724OlhausenKeymaster
Hi Kitty: For the next internal version I increased the time & cost of the tier up and I did some difference between factions regarding the last tiers.
Also now the Wehrmacht and Soviets will have a pivot tech up like SS and AEF. Then you can pick barracks or light vehicle factory. The idea is to balance better the light vehciles. Puma will cames early than Stuart to provide better support.
I know we will need more adjustments but lets try this first in our next beta version and see how the new values works.
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