Balance feedback, all docs 11/23/2018

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    • #7566
      Death_Kitty
      Moderator

      US:

      Armor: The major change to US armor has been without a doubt the update to phosphorus barrage, turning armor into an early game nightmare. The ability of phosphorus to rapidly murder infantry and deny area has made the doctrine (and this is coming from me) too strong early game.

      -Phos is due to a nerf.

      Meanwhile, armor still struggles to counter heavy tanks like the KT.

      -Pershing’s remain weak and less-useful. A buff to them might be helpful. Perhaps a rapid fire ability on the ace inspired by the actions of one Sergeant Nick Mashlonik:

      “Pershing No. 40, under the command of Sergeant Nick Mashlonik, moved forward. At 1,000 yards and while on the move, the Pershing killed a dug-in Tiger with four rapid high velocity armor-piercing rounds. Mashlonic was just getting started. He remembered, “Three other German armored vehicles were leaving Elsdorf and were on the road to my right. I waited until all of them were on the road with their rear ends exposed and then I picked off each one with one shell each. Just like shooting ducks.”

      https://warfarehistorynetwork.com/daily/wwii/m26-pershing-americas-heavy-tank/

      -The fuel depot seems to be completely unnecessary though. Every game with this doc, im sitting on max fuel without the depot, waiting in manpower. Never build the fuel depot. Same with UK doc. 

       

      Infantry: Seems like a very conflicting doctrine.

      -Infantry could use some support from an officer, like in lowland

      -sherman jumbo is doing very well, but the doc still lacks a way to counter KT or jagdtiger. Jumbo is not much good there.

      -rangers are said by some as too expensive in terms of CP cost

      -infantry doc seems to, in general, lack a squad that is effective at long range. Cheaper rifle MG’s might be a solution, leaving rangers for assaults.

      AB: AT team nerf has hit this doc very hard. Needs a squad that can bring long range combat sooner.

      Arty: Seems to be weaker than UK arty. Not sure if this needs a buff, or UK needs a nerf. Either way, the timer on 150mm and 230mm seem to be too long, and using the 75mm barrage should have a much lower cooldown now that it shares a cool down with the big guns.

      75mm is a rapid response barrage, when your opponent is flooding you with inf

      150 is for general assaults

      230 is for when KT is on the field.

       

      OKW:

      Wunder: Why the king tiger was buffed, no idea. The increase in speed makes this beast harder to kill than before. The speed overall should be nerfed to lower that pre-engine stats, with the engine bringing the KT up to what it used to be.

      Luft: Extra fallschirmjager are a start, as well as bringing back the double panther call in. This doc needs some looking at. 

      SE: They need a way to counter light vehicles early game.

      IW: This doc only lacks mortars early game. Otherwise it has everything. This doc sincerely needs a nerf.

       

      UK:

      Arty: Very reliant on securing a position in the early game. Which they do have the tools to do. After that, can rush out arty and bombarding almost nonstop once muni depot is up. Seems alright, not seeing it in most team games. Very odd. When i do see it (3v3+ usually) VERY oppressive to play against.

      Armored guard: Fairly good doc, has firefly and decent infantry. The air support options are crazy strong and can be very oppressive if call in on the edge of a home base. Otherwise pretty mundane and well balanced.

      -The fuel depot seems to be completely unnecessary though. Every game with this doc, im sitting on max fuel without the depot, waiting in manpower.

      Lowland: too few hours on the doc, no feedback as of yet.

      • This topic was modified 6 years, 1 month ago by Death_Kitty.
    • #7568
      Olhausen
      Keymaster

      HI Kitty very complete report. I will take a closer look soon and maybe add some balance changes for the next patch.

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