Home › Forums › General Discussion › Balance Discussion › Illinois Kitty III, the last (balance) crusade, part 1
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02/08/2019 at 9:10 am #9754Death_KittyModerator
This will be the start of a new balance thread series, one that will be resurrected once all of the doctrines are done, and development is ready to resume again. From what I’ve gathered, the prime issues that a lot of the fringes(and it’s a big damn fringe) of the wikinger community are concerned about is as follows:
-Fuel not being as vital or consumable of a resource as it perhaps should be
-Arty being too spammable, damaging, in need of standardization
-Call-ins being to inconsistent, and costing too much MP, or being too random.
In this thread, I would like to discuss that 3rd point, the randomness of call ins, and the inconsistency of value. (Cost of them being tied to fuel, is something I think is better for another post on our much maligned green resource)
I personally think, in my own humble opinion, there should be 2 types of random call ins:
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ones with different values i.e. you can get potentially good stuff if you are lucky, but you don’t need it.
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One where your doctrine relies on a call in, but the options are all equally good.
2 good examples of the first type of call in are the KV call in for IW and the random call in for US infantry. Obviously, while a KV2 vs KV1 for IW and a panther for Infantry are much better that the other options, neither doc really needs them. IW, with its high vet potential infantry, rapid deployment, early tanks, and strong emplacements have the tools to capture and hold the line, with the right amount of skill, while US has jumbos and MoH rangers to deal with heavy armor (not to mention white phos and sticky bombs, giving it EASILY the best tank stunning on demand in the game.)
Some good examples of the second, I think, are the random call ins of infantry for IW: as a rule, the infantry call ins of IW tend to be decently liked among the community, and while the squads themselves can be wildly different, they can, in a pinch, fill similar roles, though they may be better at one. (I.e. Belgians, while equipped for assault, can do reasonably in green cover defensively, with their StG’s, and suppress with defensive rifle nades, and Spanish, suppression machines that they are with their LMG, can assault with their SMG loadout kinda ok.)
Which is not to say that these call ins should not be changed. Perhaps the panzer 4 and Stug call ins for US infantry could come in with a greyhound instead of an MG jeep. But there are some flawed call ins in the game.
Soviet guards. The doctrine that created the issue:
There are 2 random call ins that I find tend to get the most flak out of any in the game, and they are both here. One of them I think is fine, the other, awful. Ill explain my thinking here.
the good one: the tank destroyer call in.
A controversial statement to be sure, but between the effectiveness of their infantry, and the quad 50 truck, I find this doc floats manpower going into tier 3, one of the few doctrines that do so. (the button does not hurt either). this allows for this call in to be summoned IMMEDIATELY at tier 3. Even 2 wolverines in the early tier 3 will eat any tank, as their ambush abilities and gun are still fine against the likes of panzer 4’s and stugs. Where I think the community has it issues is that wolverines are notoriously bad at scaling into the late game, which is why the SU-85 is preferred. However, I see this call in as vital, yes, but only a transition for something better: the IS-1, independent tank brigade, and repression immune shock troops.
the bad one: Independent tank brigade, specifically, the Churchill:
In theory, should be a great call in either way. wither 2 Sherman 76’s and some mean assault infantry to hold you over to the IS-1, and a Churchill, who’s armor should allow you to push, and a valentine for back-line defense and smoke projection. The problem: the Churchill has no armor. Vulnerable to a panzer 4’s main gun (and by extension, everything else), dying in 2 hits, while still keeping the good ol’ drawbacks of slowness, this doctrine is worse than useless. It is a liability. the Churchill is poor in a tank killing role due to its poor main gun (no free british APCBC), and is only useful as a buffer meat shield for stronger assault units, which, being guards infantry, you have plenty of. It cant do that. So its bad, b/c the unit that CAN is the IS1, locked behind tier 4, 190 fuel and 3 more CP. It does not make the doctrine unplayable, but unless you managed to use the early game to dominate, it can screw you over.
Now. The point of call ins is just to be cool. Its some spice that makes wikinger unique. They ARE NOT going away. nor do I think that they should. But a player should not ever be screwed over by random chance, that much is clear. (hello arty). I’m going to run down, and give some brief thoughts on call ins, and some changes I would suggest:
US infantry: Ragtag circus: As i mentioned, this call in is to give support to jumbos, which I think all 3 of its random vehicles can do. I would say give a greyhound to the stug call in (instead of jeep), and maybe a Sherman 75 with phos round to the panzer 4 call in (instead of jeep and halftrack. infantry come in opel blitz.) (people have wanted phos sherman for some time. this would be a nice way to put it in without making it OP and buffing a weak random at the same time IMO.)
IW: I think this is fine. I find a lot of its issues comes from the bunker, which is far too expensive for how vital it is. you don’t need the KV2 at the end of the day, and its infantry are fine.
Soviet guards: made my thoughts clear already. Up-armor the Churchill.
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02/08/2019 at 9:21 am #9755BWChiefParticipant
My thoughts on the SU-85/Wolverine call in:
The Wolverine is great when you don’t have the munitions to spare for APCR, and the SU-85 is great when you have the munitions, and are willing to sacrifice the lack of a turret for the APCR upgrade. From what I could see, the Wolverine had higher pen without APCR, allowing it guaranteed penetrations on tanks such as the Tiger, T-34/85 (IW), KV-1/KV-2 (IW), and the Sherman Firefly (SS Arty). Although turret rotation is slow, its still effective, as you could lose your engine, or be immobilized from an artillery strike, and still have the potential of killing a tank. With the SU-85, as soon as your immobilized, your tank is useless, unless your pointing in the right direction.As for the Churchhill call in, either change the name to Mk III, or increase the armor values so it is a Mk IV (102mm instead of 89mm)
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