Balance Issues and...

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AmazingMilto

FNG / Fresh Meat
Aug 20, 2011
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England
...why they are ridiculous.

My first point, tanking. Tank combat is vastly unbalanced the argument of "Oh but get in close with the T-34 and youre bound to win" doesnt work...why? Because in the real world the T-34 could only do this because they were so many, meaning they could charge needlessly into battle and get up close where they had the advantage, but now its tank vs tank and the time it takes for the T-34 to get into decent range, the Panzer IV has already knocked out your turret ring and cannon. Not to mention the fact that the hit detection is truly god awful, putting a good 5 or 6 shells into the engine of an enemy tank shouldnt happen, it should be about one and that thing goes off like a firework, instead all the "weak points" do not register hits properly and hard points often register as one hit kills. This, coupled with the fact that AT rifles do little to nothing against Tanks at a range further than 2 feet and we have a very Panzer dominated world.

Then there is weapon balancing, the AVT is extremely inaccurate meaning that unless youre standing next to your foe, all those bullets you fire are going to miss, even in controlled bursts the weapon is difficult to control at times, whilst the MKB doesnt have this problem. Im not even sure why these weapons were added, but thats not irrelevent.

Map balance is another problem, take a look at the map Barracks, the NCO barracks is a defenders heaven, plenty of windows and the top floor stair case is extremely easy to defend, making it nigh-on impossible to uproot a decent squad of enemies. The NCO barracks also has a nice view of the German spawn, meaning an MG team can essentially lock down the spawn (so long as another MG team covers the second flank out of the German spawn). Whilst to get these same advantages the Germans first have to push the Russians out of the NCO barracks and claim the Mess Hall, where there is 1 decent window for watching the enemy advance, even then the advance is riddle with cover and the window is easily flanked. Most of the maps have some form of balance issue at one stage or another.

Although not game breaking, considering most of these can either be avoided or fixed, (the map balancing issues will die down once the SDK is released and new community maps take over from the current maps.)

So members of the community, do you agree? if not please tell me why, examples always help, considering I am only human and can be wrong about these things and someone elses EDUCATED opinion can really help.
 

Krobar

FNG / Fresh Meat
Jun 11, 2011
1,497
651
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The sewers of Leningrad.
Well my rule is: realism/historical accuracy > "balance"

But with the T-34 and AT guns I see your point, thats why when I get my hands on the SDK I'm going to make sure that T-34s either 1up PzIVs or there are just twice as many T-34s. Also I'm going to limit German AT class to maybe 1 or 2 with 64 players.

MKb? Limit it to 1 for the team. Or make it dynamic so there's 1 per round/map where it stays on the field and doesn't despawn. Maybe an achievment if a Russian has the MKb at the end of the round that they win...:D

Map balance? Just need it so spawn camping doesn't exist.
 
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AmazingMilto

FNG / Fresh Meat
Aug 20, 2011
357
144
0
England
Well my rule is: realism/historical accuracy > "balance"

But with the T-34 and AT guns I see your point, that why when I get my hands on the SDK I'm going to make sure that T-34s either 1up PzIVs or there are just twice as many T-34s. Also I'm going to limit German AT class to maybe 1 or 2 with 64 players.

MKb? Limit it to 1 for the team. Or make it dynamic so there's 1 per round/map where it stays on the field and doesn't despawn. Maybe an achievment if a Russian has the MKb at the end of the round that they win...:D

Map balance? Just need it so spawn camping doesn't exist.

Exactly!

Once the SDK comes out, the game will become a lot better, as long as map makers are careful. Hopefully the mods In Country: Vietnam and the Pacific Mod both think about balance a bit more.
 

Derpus

FNG / Fresh Meat
Mar 16, 2011
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T-34s are fine, though AT rifles seem too powerful right now.
 
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Squad Leader

FNG / Fresh Meat
Sep 26, 2011
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You should be able to, at least, immobilize a tank with a one-shot rear shot. That's if all center hull rear-shots would be engine compartment hits. Otherwise, I'm still feeling this out. I noticed hull and turret side shots being as hard to penetrate as the front, too. Front to front duels don't seem to bad, but I'm still not sure. One reason, I'm not sure is because I don't know if I'm getting crew kills and such.The animation looks like its bouncing off / shattering, but it could still penetrate.

ATR were obsolete at this time of the war, anyways, to all except halftracks and other APCs. Might be able to immobilize a tank by shooting a road wheel off or to take out sites rendering the gunner useless.

Using the AVT on auto is a waste of ammo so I never take it off semi. Why take it off semi anyways unless you are going berserk in room to room combat? In that case you are so close it doesn't matter if it has much kick. The Mkb was a MUCH better designed weapon when it came to bolt chamber and recoil, so?

As the Germans, on Barracks, we never lose that map because we don't let the Russians flank. We will out flank them and set up fire lanes and get more spawn kills. Also, we rush the NCO barracks and defend the stairwells from rear entrance attacks. Depends more on leadership and coordination, too me.
 
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Krobar

FNG / Fresh Meat
Jun 11, 2011
1,497
651
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The sewers of Leningrad.
T-34s are fine, though AT rifles do seem too powerful right now.

IMO we need the PTRD, not the PTRS. If anyone can't figure out why it would help gamplay, play an RO1 round that has the PTRD and an RO2 round that has PTRS, see how many times, as an infantryman, you get killed by an AT rifle.
 

Squad Leader

FNG / Fresh Meat
Sep 26, 2011
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At the start of the war the Finns had the best ATR which they had some success against the Russian light tanks. Obviously, not the KV. The Brits had some success with "the boy's rifle, " against Japanese tanks. The Germans abandoned the ATR for the Panzerfaust about the time this game takes place. Shape charged weapons were better than kinetics because the armor was getting to thick to penetrate. The Panzershreck was probably the best squad anti tankweapon of the war. But it didn't come out until late 1943, I believe.
 

Squad Leader

FNG / Fresh Meat
Sep 26, 2011
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The Panzerfaust was put in production in late '43. The Panzershrek was designed off of American bazookas, and entered production in '44.

Development began in the summer of 1942 on a larger version of the Faustpatrone. The resulting weapon was the Panzerfaust 30, with a total weight of 5.1 kilograms (11.2 lb) and total length of 1.045 metres (3.4 ft).
 

Krobar

FNG / Fresh Meat
Jun 11, 2011
1,497
651
0
The sewers of Leningrad.
Development began in the summer of 1942 on a larger version of the Faustpatrone. The resulting weapon was the Panzerfaust 30, with a total weight of 5.1 kilograms (11.2 lb) and total length of 1.045 metres (3.4 ft).

Panzerfaust 30 klein ("small") or Faustpatrone
This was the original version, first delivered in August 1943 with a total weight of 3.2 kilograms (7.1 lb) and overall length of 98.5 cm (38.8 in). The "30" was indicative of the nominal maximum range of 30 m (33 yd). It had a 3.3 cm (1.3 in) diameter tube containing 54 grams (1.9 oz) of black powder propellant launching a 10 cm (3.9 in) warhead carrying 400 g (14 oz) of explosive. The projectile traveled at just 30 m (98 ft) per second and could penetrate 140 mm (5.5 in) of armor.

From the same page. SO yes I was wrong about PRODUCTION, but delivery I was just about spot on.