A constructive list of general gameplay issues (not specific unit/division balance)

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A remake of the kinds of threads that were popular in the VIP beta forum.

We've had the game for a while now and some issues are starting to become apparent, issues that transcend arguments about Sherman prices or which phase Nebelwerfer 42 should be in. I'm talking about classes of units being UP/OP, the flow of the game, the game's rules, or overarching issues between the two sides. It's been discussed all over the forum but I'd just like to organize my thoughts here in one place, maybe it'll be useful.

1. Anti-tank guns are still too easy to kill. It's a combination of excessive amounts of mortars in phase A along with recon being too easily able to spot AT guns in green cover. Theoretically you can hide them behind the hedge and move them forward at the right time but IMO it's an excessive amount of micro to demand from people to make up for a flawed system. AT guns should be laying in ambush ready to fire, and right now it's a death sentence to use them that way.

2. German AA is bad almost across the board. In combination with phase A air support that ranges from poor to non-existent, it's far too easy to brutalize them with planes in phase A as the allies. It's borderline uncounterable. I take it that the idea is that German AA suppresses less in exchange for having higher damage because of the higher caliber, yet the bonus to damage is still not remotely enough to kill anything, so in fact they get nothing in return for the inherent disadvantages of a slow firing weapon.

3. There's too much artillery, in all phases and all types, and some types are too deadly. Phase A is mortar tag, in Phase B/C you break out the atomic rockets to make sure your opponent can never mount an attack again. Mortars and rockets should be suppression tools and not efficient killers; mortars to relieve yourself from a troublesome unit, rockets to prepare an area for assault by troops and armor.
Rockets should also have fairly long aim times to prevent their use as a panic button to instantly blunt any attack; it shouldn't be too long, so you can still use it to punish a meandering attack, but as of now it's basically a "your attack fails, try again in 5 minutes" button.
The lethality of howitzers is fine.
For availability, IMO in phase A you should have access to one motorized mortar per card or one card of 2x infantry mortars. All rocket artillery should come one per card. High HE SPGs should come in one per card. Towed howitzers can come in 2x per card to make up for their vulnerability.
Off map artillery is mostly fine.
I also feel like artillery uses way too little supplies. You can supply massive amounts of artillery on just one or two trucks.

4. Phase C focused decks seem to be getting worse by the day as the metagame solidifies and people learn the game, and the problem is the current Conquest mechanics and/or the standard rules. Most of the time you win based on the 1-3% you seized in the very opening stages of the game, and the C-decks simply don't have the manpower/money to contend with the phase A divisions then. By the time you've built up your strength, you have very little time to retake ground and even less time to accrue victory points from it in order to eke out a win.
Ideally, we've got to rethink how much of the map you need to control before you get points, and how much each tier of control awards the player. Getting points at 51% is simply bad; such a small difference can be the result of accidents, luck, or map imbalances. If reworking the rules for Conquest isn't in the cards, we've got to rethink the standard settings, like 50 minute timers, higher required score to win, or both.


Conclusion:

These issues, along with a multitude of other minor ones, are starting to make the game feel less and less about who uses infantry and tanks more effectively. Infantry and tanks should be the focus of the game. Other elements of the game, like OP strafing from planes, one-shot bomb runs on AT guns, ultra deadly rocket artillery, unit deleting mortars, etc. are diminishing that.
In other words, units that should support infantry and tanks in doing the killing are instead doing much of the killing on their own. Planes and artillery should make it easier for infantry and tanks to move in for the kill, not be primary methods of killing units by themselves. It's almost as if infantry are support units for the support units! They create a buffer zone to guard your artillery so it can kill stuff, and look at things for your planes to go in and kill, then they move forward in the empty space (if they don't get obliterated by a rocket strike). It feels backwards.
 
Last edited:

CyberianK

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I agree with almost all points that said its not really bad overall I am impressed with the balancing in this game considering the huge number of varied troop types and deckbuilding.
As for Axis AA the only units that are fine are Vierlingsflak (including the unarmored halftrack version) and Wirbelwind but their availability is rubbish. That said Tripolsten is even 40% more effective than Vierlingsflak for the same unit and same points with insane availability and needs nerf.
Arty could use a reduced availability as Graphic suggested and/or precision/AoE nerf. That said though effectiveness of arty is partly due to meta. Less important in 1v1/2v2 than above or small map cheese maybe if they change Matchmaking heavily this also changes?

Disagree in parts with Point 4 if someone builds a Phase C focused deck its his fault he has problems earlier. Is there a Division in the game that's only good in C I don't think so? That said I agree the 51 thing could use a small reduction but I think it shouldn't go away as games would become too static the mechanic does what its supposed to do.
 

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Disagree in parts with Point 4 if someone builds a Phase C focused deck its his fault he has problems earlier.

I don't mean a player backloading his deck deliberately to be heavy on phase C, but the divisions designed from the ground up to be strong in phase C. It a concept just doesn't really work with the current rules.
 

CyberianK

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I don't mean a player backloading his deck deliberately to be heavy on phase C, but the divisions designed from the ground up to be strong in phase C. It a concept just doesn't really work with the current rules.
Thing is that's the armored Divisions which have some exclusive tools to make them not suck earlier like halftracks and other cheap vehicles or Stuarts. Is there a problem with 3rd armored and 12th SS? I don't think there is but then I am mostly 2v2/3v3 player so maybe there is in 1v1?
 

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Good points overall. I agree with pretty much everything but some minor details not even worth mentioning.
However, I'd also like to add that current system of Veteranship that we have is somewhat dangerous, in a sense that it's easy to break things with it. The bonuses received from starts are insane, I understand that experienced soldiers should be more effective but right now it turns units into a demigods on the battlefield. It's almost impossible to suppress them, they get less damage, run faster, shoot faster, reload faster, it's a disaster. They probably should do all these things better than the less experienced troops, but at this moment the impact is way too profound. Especially when you get three stars units on the phase A.
I think this is a global issue, effects of stars should be reduced across the board and it will make no damage to balance whatsoever, it will only make game feel and play more realistic.
 

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Thing is that's the armored Divisions which have some exclusive tools to make them not suck earlier like halftracks and other cheap vehicles or Stuarts. Is there a problem with 3rd armored and 12th SS? I don't think there is but then I am mostly 2v2/3v3 player so maybe there is in 1v1?

12. SS's support in phase A is comparatively non-existent. They got the infantry but they're practically alone out there.

3rd AD has nice tools but poor income and expensive infantry.

The crux of the issue is that in phase C when you have the money and units to really hit hard, you have to wait for the money to accumulate before you can supplement an attack force with your strong phase C units or stuff you couldn't afford in B, which is going to take several minutes. Then when you do attack you're probably facing a much larger force because of their income advantages earlier in the game, which is going to take some minutes more. Before you know it there's 5 minutes left in the game, and even if you're successful you're only pulling in +1 which isn't fast enough to win the game before time runs out.

You can still beat phase A divisions with phase C divisions, but in most cases I think difference in player skill is going to be a factor in that. All things being equal the C divisions are definitely hobbled early game and it has a reverberating effect on the rest of the battle.
 

Vyllis

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1. You can't use AT guns because there are "i delete now" or "i spam" buttons available to everyone* in freaking good quantity for cheap.
(apply for infantry, dare you walk out of the cover and the steel rain will come neat).

Once your AT gun start to engage a target, everything is fine, its his job after all.

Unfortunately your AT gun wont have the time to aim for a second shot that:

. Mortar shells will rain from all over the map toward it.
. Your gun with everything next to it will be reduced to dust from some MRL.
. A plane will instant appear, destroy or pin down your AT gun and run away.

Even if your AT gun can get a second shot you'll need to move it under mortar fire or whatnot, be the target destroyed or not.

* Give a call in time for planes like the off map artillery (wont happen i know).
* Greatly reduce the general amount of mortars/artillery able to be fielded (out of "support oriented" decks) or increase their prices/move to phase C
(How the hell do i have more artillery and mortar in some SD armoured deck than my WG RD support deck?).

Now your AT guns wont have 6 mortars and 4 fighters/bombers "i delete" button facing each of them everytime they fire a shot.
 

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Good points arty needs to be reduced the last few games i have played it was what ever moved was artiefied it was bad less of arty so you have to make a choice has to what to arty would be nice.
 

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Good points overall. I agree with pretty much everything but some minor details not even worth mentioning.
However, I'd also like to add that current system of Veteranship that we have is somewhat dangerous, in a sense that it's easy to break things with it. The bonuses received from starts are insane, I understand that experienced soldiers should be more effective but right now it turns units into a demigods on the battlefield. It's almost impossible to suppress them, they get less damage, run faster, shoot faster, reload faster, it's a disaster. They probably should do all these things better than the less experienced troops, but at this moment the impact is way too profound. Especially when you get three stars units on the phase A.
I think this is a global issue, effects of stars should be reduced across the board and it will make no damage to balance whatsoever, it will only make game feel and play more realistic.
Yes, veterancy is a VERY powerful tool right now, and stars are handed way too liberally.
I don't think I'd want to diminish the effect of stars though, as it would impact negatively the leader system. If you have a leader and micro it well, all units around benefit a lot, that's ok to me, it's a good mechanism.
I'd rather have a rule that the most experienced units someone would ever bring have one star tops (with very few exceptions), and even one star would be rare.
 

Vyllis

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I also feel like artillery uses way too little supplies. You can supply massive amounts of artillery on just one or two trucks.

Indeed.

Also i remember the game was way more fun before people started to use the artillery/panic button planes more & more to crush everything that move or not.
Really, it was enjoyable.
 

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Hm, I dont fully agree with all of the artillery part, mostly the rocket artillery as the Nebelwaffen 42 is limited to one per card already, the true cost of the after a single salvo is 175pts as the 17th eat through more supply than other Division and the 41 is is perfectly fine as it can only suppress units, if you nerf these then what will the 17th have? There are twos types of views on Rocket Artillery in SD, those are hit by them and those those who have to use them...

Pruning down the insane amount of artillery is fine, I think having a single Sk18 in phase B and maybe 2 more in Phase C would be fine as SK18 were not one of the more common guns but it should still be a beast have counter battery other artillery.

As for Mortars, I find it amazing how within a week people have been changing their views on them...
>_>
 

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I'd rather have a rule that the most experienced units someone would ever bring have one star tops (with very few exceptions), and even one star would be rare.

It's an idea worth exploring. You could still have units with two stars and their current extreme effectiveness, but a required money/micro investment to buy a leader and keep him alive to get those two stars would balance it out more. When some of these units get a commander and bumped to three stars their performance reaches comic book levels.

As for Mortars, I find it amazing how within a week people have been changing their views on them...

It's not that amazing. As people learn the game a meta develops and we realize which units are problematic. We were all fumbling around in the dark for the first week or two.

They have godlike cheap vehicles to support in Support, Arty and Recon.

They're nice but they don't make up for having nothing but a 200 point tank with no HE and no planes (Bef. Pz II would be worth taking if you got 2 per card). 2nd ID has support units worthy of being called godlike.
 
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local-festival

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Yes, veterancy is a VERY powerful tool right now, and stars are handed way too liberally.
I don't think I'd want to diminish the effect of stars though, as it would impact negatively the leader system. If you have a leader and micro it well, all units around benefit a lot, that's ok to me, it's a good mechanism.
I'd rather have a rule that the most experienced units someone would ever bring have one star tops (with very few exceptions), and even one star would be rare.
Yes, handling this by limiting 2 stars units will be much more better, but I just think that people would complain a lot when their favorite units are no longer appear to be super experienced.
I think the example of how the 15th Inf. Rifles were handled with nerf if a very good one. There only one card of one star Rifles with 4 availability on phase A and I use them as a sort of small storm team. It gives me the feeling that I have a 4 four platoons of reliable and experienced soldiers that I can use in a key positions, or concentrate them on a initial breakthrough. It feels very right.
But in reality we get the Go Go Power Rangers situations where a single Rgr MG can wipe out several squads of infantry and AA piece under commander while being fired upon by all of them (this actually happened to me not once) and it's not only totally breaks immersion, it just plain frustrating.
I'm really afraid that this tendency will just go on and we'll get 101 Airborne with a bazillion stars as well. Two stars troops should be the selected few, the elite. And when the battlegroup has more than 50% of its infantry roster as a elite troops it feels like you're playing some sort of a modern Navy Seals division rather than the WW2 soldiers.
 

Grimreapo

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It's not that amazing. As people learn the game a meta develops and we realize which units are problematic. We were all fumbling around in the dark for the first week or two.
Its just a bit of salt on my part, at the start of the beta there was almost no one using any sort of artillery but as soon as they saw how crazy the Ranger Mortar was they started buying their own to counter it and then noticed how great it was at smashing attacking troops.

I have ZERO issue with the offensive power of artillery but ATM it shutting any attacks way too hand and RUINS flanking.

As for Rocket artillery:
20170427101859_1.jpg


Outside of getting too many SK18 (as I said, INSANE amounts) the artillery the 17th SS gets chews through ammo like nothing on earth, each Nebel has no extra ammo and you HAVE to buy supply trucks...
 

CyberianK

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@Graphic can you allow me to send you PMs? I will be civil.

On topic: Veterancy probably should't be nerfed into oblivion but it also shouldn't be handed out like candy all over the place. Game design probably dictates to keep some uniqueness and impact for spicyness but then it shouldn't also be easily available in dozens or tens of two star units. Making it more limited makes it also more sweet from Game design perspective. Also makes it better for you too much Ranger candy just isn't healthy :)