Balance megathread

One of the balance issues has already been resolved, kudos to the devs!

Which balance issue was already fixed?

Point 2, as seen in the edit

Updated point 2 as the old edit had become outdated.

Even then, for gameplay’s sake, the shotguns really need an improvement as they are slower to use than the bolt action rifles due to the lengthy reload, less consistent due to bullet spread, and have less range

I agree entirely. Give us a military buckshot load. It still wouldn’t be super lethal past 50m, but 9 .32 pellets would be a hell of a lot more effective than some shit a pidgeon might laugh at.

Increased range, separate fire for the shotgun barrels, ability to fire the rifle barrel. Shotguns fixed.

Unlike simmilar games, like Heroes and Generals and Battlefield, the tanks here are both more realistic, more vulnerable and far more fun. The whatever that explosive is a well thought out, skill-based addition that is easy to use, but hard to master. Good player will always one shot a tank with it. The guns are pretty good, but the SVT should be buffed a bit, currently it’s weaker than German Mauser C96 which makes little sense. Also, maybe a better Mosin for Russians, kar98k has very good sight, while Mosin 1907 carbine which for some reason Red Army used in this game as main gun from 1941-1945 is really shit to aim with it’s iron sight. Maybe give everyone an unscoped Mosin that sniper uses. Also, it would be great if game had more linear progression instead of RNG-based one. As it stands, 99% of time it spams you with troopers and Mosin 1907 rifle which are nigh useless.

Your feedback has been incorporated in the main thread

So, now that I’ve played it, I see what you mean. That shotgun is almost entirely worthless in it’s current iteration

Shotgun is pretty good for close quarters and in buildings, however it’s not good enough to replace the smg, and should be unlocked before the smg squad, as the soldiers basically represent the poorest quality soldiers, in all honesty, perhaps having them as your reserve unit.

And that’s why the shotgun should receive its proper 3 barrel system

Added LMGs as I finally got my hands on one and tested it last night. Any info on the DP would be greatly appreciated for the integrity of this thread

I think historical range on flamethrowers would be too much, while some range buff would be appreciated, they should still remain relatively short range weapons, what should be changed is their consistency, primarily that being on fire should disable shooting your weapon. Trying to hose down a tight corridor with a flamethrower often results in death since enemy players or AI are capable of killing the flamethrower soldier before burning down.

Airplane bombs feel extremely under-powered, Stuka 250kg bomb needs to apparently be right on target to knock out an armored car. Making it stronger might make bombers a nuisance, but player-built flak seems to be an adequate counter.

Consistency is definitely a thing they should improve on the flamethrowers

updated with AT rifles! \o/

I wounder if it would be possible to do wet squirts (that is squirt with no flame turned on)? British did them to lure out bunker crews so they will surrender. It would give flametroopers some offensive capability as well as posibility to lay traps? That would be wounderful to break through turtled up defences.

Updated with mortars, as well as an updated campain progession note

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That might be interesting, but that would lead to a very similar gameplay to the engineer. Only instead of giving cover to teammates, you create hazards to friend and foe alike.

As for the DP, it’s also pretty potent, though from what I’ve seen it seems to be LESS stable than the MG-13, despite having a much lower rate of fire. For that matter, the gun we have in game ISN’T an MG 13, it’s an MG 42 they didn’t adjust or even try to reskin.

And yeah, mortars are a problem in a big way. Neofe1ls, every time he’s on the enemy team in a map with open points, basically denies my team the ability to capture anything. I don’t know what the range is, I’ve never managed to find his position, and when his team is even remotely good at making good on his support there’s zero chance of victory.

As for the PTRS, it’s not as good as I thought it would be. Further testing is needed, but I couldn’t manage to take out any of the crew or modules on a PzII at ~25m, despite good penetration and knowledge of crew positions.

I actually picked up a couple of DP-47s and i have like no issues whatsoever keeping control over that thing
Yeah the MG-13 is in fact an MG-42. Once you get the hang of tap firing + unzoomed sighting (fast press RMB), it’s pretty controlable but nowhere near the control of the DP-47 for me.

The PTRS is somewhat inaccurate, but it has much, much, much more firepower than the PzB38.