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Alex646

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Greetings.
Last patch was very nice, but a little disappointing. :( Why is that?
Well, that's because no one balance issue coming with Second Wave dlc wasn't fixed. I say about balance in 1x1 mostly, ranked especially. This isn't normal situation when if you want to win in this mode you have pretty limited choice. Scots or 4AD for allies and 17th Mech or Fallschimjager for germans.
New divisions have balance issues here and there too.
16. Luft is about spam of elite 88s. While it's not a big problem in 1x1, this division is pretty cancerous in team battles. Spam 88s and move them slowly - this is not very interesting and fun gameplay.
9. Panzer is mostly okay, but someone can complain about too numerous panzers I, II. On some maps it's true, autocannon issue is still present in game for this division. Well, simple decreasing of availability could work for 9th.
SBS is mostly ok, I guess? I didn't play much with this brigade.
4AD is biggest issue here. Purest OP here in 1x1. Problems:
- relatively cheap hellcats with 1200 m range, most of german division can't deal with this (video for reference
). This crap is too fast and 1200 m range helps them to deal with most AT guns. Also 4AD has too much m18s.
- B26 air support. While I don't think that this plane is OP, other people do. Most enemy divisions haven't enough AA or fighters to fight with B26.
- extremely cheap stuarts on B. 65 pts for excellent anti-infantry light tank, seriously??? 3AD has them for 90 pts, btw.
- Bantams. These units are too cheap for their stats and availability. And they have high optics...
- Artillery observer on A. In additional to other OP things 4AD has this...

This is all (probably). Devs, can you fix these issues? Pretty please. You know, it becomes pretty deserted here in game...
 

EUG_MadMat

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We needed time to collect datas about the new divisions, and there wasn't enough between the DLC release and the previous patch.
But don't worry, we've kept an eye on their win ratio since "Second Wave" is live and considered community feedbacks. And we are now working on balancing them more finely.

And although 4th AD is the most played and the focus of many (critics), the strongest ones aren't the one you seem to think ... ;)
 

Herr_Robert

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Agreed. I think 4AD is OP against all divisions in 1v1 except 3FJ, when the skill level is high enough (4AD is easier to play IMO), because the HS planes can tear the Hellcats to shreds with ease if the 3FJ player achieves air superiority, which he is capable of in phase A unlike 91LL because he has two 2x vet ME 109s available then (more or less required to take out B26s cost-effectively). I think my win ratio is ~90% in 1v1 ranked with 4AD, with two draws against 16LW, one loss to 17SS and one loss to 3FJ. I played badly in the game vs 17SS, though.

And yeah, 16LW is mainly a problem in custom games where the skill level is average or below. Most players simply cannot handle the spam of elite FlaK 88s, so choosing 16LW is almost like pushing a win button over 95% of the time. Hell, I will have problems dealing with 16LW myself if I'm not at the top of my game, and I'm a good player, simply because it requires so much micromanagement to fight the 88s if the 16LW player keeps them on the move and falls back if they are pinned. A big problem here is that the fire position mechanic is broken, and sometimes the unit starts fucking around and moving forward instead of actually firing at the position, so you have to babysit units when fighting the 88s, and because of the 88s high acc even when stressed, you can't afford to slip up.
 

LegioX

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16.Luft is pretty easy to counter. I usually go Guards Armored and bring in at least 1 sexton in Phase A to counter them. They are pretty much useless when you can supress the 88's, then move in with 1200 range Cromwell's to finish them off. Granted you have to checked their 88's quickly. If you decide to handle the problem later, it will probably at the point be out of control.

Arty is the counter and change your decks around good phase A arty.
 

LegioX

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We needed time to collect datas about the new divisions, and there wasn't enough between the DLC release and the previous patch.
But don't worry, we've kept an eye on their win ratio since "Second Wave" is live and considered community feedbacks. And we are now working on balancing them more finely.

And although 4th AD is the most played and the focus of many (critics), the strongest ones aren't the one you seem to think ... ;)

2ID is becoming one of my favorite divisions. Once you get that "combined arms" strategy going, they are pretty much unstoppable.
 

Herr_Robert

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16.Luft is pretty easy to counter. I usually go Guards Armored and bring in at least 1 sexton in Phase A to counter them. They are pretty much useless when you can supress the 88's, then move in with 1200 range Cromwell's to finish them off. Granted you have to checked their 88's quickly. If you decide to handle the problem later, it will probably at the point be out of control.

Arty is the counter and change your decks around good phase A arty.

The problem is when the 16LW is at least somewhat competent and sends 88s across the line. Maybe you can deal with them just fine, but what about your teammates? Sure, you can help them, but fighting along a wide front will take more micromanagement for you than the 16LW player and might cause you to make mistakes unless you are in 100% tryhard mode. 16LW is probably the easiest division to play well on the other hand, simply because you just have to put the 88s on attack move and make sure to hit the R button whenever they are pinned.
 

Claremont Waltz

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We needed time to collect datas about the new divisions, and there wasn't enough between the DLC release and the previous patch.
But don't worry, we've kept an eye on their win ratio since "Second Wave" is live and considered community feedbacks. And we are now working on balancing them more finely.

And although 4th AD is the most played and the focus of many (critics), the strongest ones aren't the one you seem to think ... ;)

I mean I think we'd all love for you to share which divisions are best and worst performing in which modes for each patch.
 

roirraw

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3rd AD has the most damage potential I feel. Everything has veterancy and the equipment is as good as it gets for allies. Sherman 76m wipes just about everything the 105s can't. Use the Jumbo to find all AT guns and fight 88 AA pieces, but not the Pak 88s/Jagdpanther/King Tiger, that's what rocket planes/priests are for. Once you reach that critical mass of units, about 3 105s and 3 76's with a commander and Jumbo; just keep them spaced out and rotating in and out of combat. Recently had a 8615/780 KD game with them and 6000s/1000s is pretty common.
 

Alex646

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16.Luft is pretty easy to counter. I usually go Guards Armored and bring in at least 1 sexton in Phase A to counter them. They are pretty much useless when you can supress the 88's, then move in with 1200 range Cromwell's to finish them off.

Did you say about 1 vs. 1? Problem of 16 luft isn't 1 vs. 1 mode.

Arty is the counter and change your decks around good phase A arty.

Most divisions haven't any.

3rd AD has the most damage potential I feel.

3AD is easy victim for 16 Luft actually. No decent arty on A, no decent fire support. Jumbo won't help, because elite 88 can't penetrate it, but it stuns any tank very well.
 

roirraw

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You do know that a unit AI will automatically fire at the highest armor value unit in it's range until that unit is falling back, then it targets the next highest threat. Since you have a Jumbo frontally facing your target with 105's near by, your 105s win the engagement since the 88 AA piece will fire at the Jumbo. You might be personally microing the 88, but you still lose when the Jumbo gets to 1000m. Unless you set a big trap that I completely walked into, which I would've already had recon scouting, I don't see how this would play out.

M21 Mortar Halftracks are really good support and can be used to effectively kill all threats a 16 Luft player would rely on in A Phase.
 

Alex646

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You do know that a unit AI will automatically fire at the highest armor value unit in it's range until that unit is falling back, then it targets the next highest threat. Since you have a Jumbo frontally facing your target with 105's near by, your 105s win the engagement since the 88 AA piece will fire at the Jumbo. You might be personally microing the 88, but you still lose when the Jumbo gets to 1000m. Unless you set a big trap that I completely walked into, which I would've already had recon scouting, I don't see how this would play out.

M21 Mortar Halftracks are really good support and can be used to effectively kill all threats a 16 Luft player would rely on in A Phase.

Who cares about AI target prioritizing, when any normal player can micro this easily? This tactics could work against one 88, but if there are 2 or more? In this case you'll lost all your tanks. And yes, Jumbo can't get to 1000 m, because it would be panicked earlier.
 

Karlburg

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The problem with that in a team game is that fire position is broken and sometimes units will start moving there instead of actually firing... That makes micromanagement a pain in the ass if there are FlaK 88s everywhere.

The problem with that division is less its balance issues and how boring it is.

I'm also surprised- my experience has been 4th armored is absolutely nuts in small games- it's more of a struggle in big games where heavy tanks matter more but i don't see how a skilled player loses a game ever with that division.
 

Herr_Robert

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The problem with that division is less its balance issues and how boring it is.

I'm also surprised- my experience has been 4th armored is absolutely nuts in small games- it's more of a struggle in big games where heavy tanks matter more but i don't see how a skilled player loses a game ever with that division.

Most players don't use fire position, though. But yeah, it's true that it's incredibly boring to play against 16LW.
 

bkn

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yea this game needs balance, for me its dead.

considering that you cant play 1vs1 its a pretty obsolete "strategy" game. i mean 1vs1... and things...

before this game is balanced in 1vs1 everybody here switched to another game... if you understand what it takes to balance this game you know what i am talkin about.
 
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