I believe requests to "balance" this weapon or that weapon to be premature. There are still far too many performance issues that need to be smoothed out before any sort of discussion with regard to balancing this versus that can be properly entertained.
Of course combination of the variables of server size, game mode, and player type have and continue to be creating any number of imbalanced scenarios.
I've read on these forums how it's almost impossible for the Russians to win against a good German team on most maps. I've read how the Mkb42 and AVT40 are pure ownage, and how the lowly rifleman is doomed.
Well I wanted to find out for myself, so I loaded the game, played for a few hours strictly as Russian on various servers. What I found out was interesting. While I immediately noticed the sounds of many of the newly minted auto-rifles I quickly adapted (I play almost exclusively bolt-action rifleman.....the class some have proclaimed to be dead
). The map was Spartanovka and the Germans (despite a constant rat-a-tat-tat warning of Mkb42 use) didn't win one single round. Oh it wasn't easy, but we held them back and on one round even had them run out of reinforcements before the time ran out. Oh and myself as lowly lowly boltie rifleman finished in the server's top 3! 
Why the story bro?
Well.....
This game doesn't appear to model round lethality (a rifle round at 200m would do a hell of a lot more damage than an SMG if it travelled that far) which would be the best way to balance things but TWI have done a very nice job in reflecting the characteristics of the individual weapons in relation to their real-world counterparts.
Having said that, I understand the need for balance in a game so here are a few points/suggestions:
RO has always been about asymmetrical balance so map design, uniform colour, guns and even unlocks don't balance each other out when seen 1:1 rather when one looks at both sides of the big picture.
While these new weapons aren't inherently imbalanced, they are skewing the balance of the overall picture and that is not good. What is needed is some more tweaking at the map design level for instance spawn locations, cap zones, class additons (ie. elite assault for the new assault rifles on each side) and class limitations.
My suggestions would be to create an ELITE ASSAULT class for each side, let 64-player servers have a max of 2 per side (that can be dropped to 1 per side on a 32-player server). That and give the Germans a MAX of 3 regular assault class, and the Russians a MAX of 6 regular assault class. No nerfing/buffing of any of the weapons in the game required.
This way we don't entertain the game-dooming cycle of nerf-buff-nerf that so often spells the end of great potential before it can ever be realised.
Well....unless the DEVS want to buff my boltie rifles some....*cough* *cough*......hehe
Of course combination of the variables of server size, game mode, and player type have and continue to be creating any number of imbalanced scenarios.
I've read on these forums how it's almost impossible for the Russians to win against a good German team on most maps. I've read how the Mkb42 and AVT40 are pure ownage, and how the lowly rifleman is doomed.
Well I wanted to find out for myself, so I loaded the game, played for a few hours strictly as Russian on various servers. What I found out was interesting. While I immediately noticed the sounds of many of the newly minted auto-rifles I quickly adapted (I play almost exclusively bolt-action rifleman.....the class some have proclaimed to be dead
Why the story bro?
Well.....
This game doesn't appear to model round lethality (a rifle round at 200m would do a hell of a lot more damage than an SMG if it travelled that far) which would be the best way to balance things but TWI have done a very nice job in reflecting the characteristics of the individual weapons in relation to their real-world counterparts.
Having said that, I understand the need for balance in a game so here are a few points/suggestions:
RO has always been about asymmetrical balance so map design, uniform colour, guns and even unlocks don't balance each other out when seen 1:1 rather when one looks at both sides of the big picture.
While these new weapons aren't inherently imbalanced, they are skewing the balance of the overall picture and that is not good. What is needed is some more tweaking at the map design level for instance spawn locations, cap zones, class additons (ie. elite assault for the new assault rifles on each side) and class limitations.
My suggestions would be to create an ELITE ASSAULT class for each side, let 64-player servers have a max of 2 per side (that can be dropped to 1 per side on a 32-player server). That and give the Germans a MAX of 3 regular assault class, and the Russians a MAX of 6 regular assault class. No nerfing/buffing of any of the weapons in the game required.
This way we don't entertain the game-dooming cycle of nerf-buff-nerf that so often spells the end of great potential before it can ever be realised.
Well....unless the DEVS want to buff my boltie rifles some....*cough* *cough*......hehe
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