Developers play their own game?

ye .
i only save battles like this building AT CANNONS in risky places.
or the other side of the rivers.
and nuking the point.

what a competent tanker should do.
but dont do because there is none
or the one we have is a dumbass.

and when i see i have 100 reinforcement left and we are still on the second point
i leave.
:pensive:

my level of toxicity increases with this game like never did.

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That’s sad, man

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and only will get worse.
hope the merge solves this
cause this unbalance will kill the game.

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They play mostly on the test server or in the editor while testing guns/vehicles/squads vs bots or maybe few other devs. I could see helpers and testers they just hired play actual matches instead just messing around in editor.

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Tbh, 20rnd SMG sucks balls and the Flamers has only 100 fuel and short range like Flamer I which is dogshite

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Their main advantage during Berlin specifically was their numbers and their artillery. If Darkflow was smart, they could’ve made each campaign different, with each side having distinct advantages and disadvantages.

Berlin Soviets: Had the number advantage, so give them extra reinforcements.

They also have the advantage of what I can only describe as unlimited arty spam. Make the arty wait time shorter than usual. They make their arty have a larger radius due to their guns’ large caliber, up the number of shells shot (the larger the shell, the more inaccurate it is), and up the arty damage so it can kill tanks due to the gun calibers.

They can have many tanks in battle but are countered by the Germans having an advantageous defensive position and their access to late-war tanks (Tiger is to be moved to lvl 24 behind BF 109, Tiger II is to be moved to lvl 31, and Tiger II H is to be moved to lvl 35. This will be balanced by the Soviets having a reinforcement advantage and having early access to attack planes and fighter planes for bombing). Even if the Soviets are spamming IS-2s, the Germans will have access to 88mm guns (making them into emplacements may be the best option for balance) to counter this.

Soviets had air superiority, so every plane should be unlocked from lvl 24 to lvl 27. Due to the Luftwaffe being virtually non-existent, except for a few suicide runs during Berlin, Axis should get no planes until at least lvl 19, the most being lvl 27. Limit Soviet vehicles to wait for 2x as long after dying for premium players so that they suffer (they are spammers, and there is no balance for them due to their constant spamming), and other people get a chance to play as a vehicle. Standard players will get the usual wait time.

Axis: They could equip many of their troops with advanced weaponry. They could do this not by a large amount of manufactured weaponry but due to having such a low number of troops that it made them look plentiful. Leave FG 42s alone, lower the VG 1-5 to lvl 14, the Beretta M38 to lvl 20, the MP 43 to lvl 26, and the STG 44 to lvl 32. To balance this firepower issue, give the Axis reinforcements and make it dramatically less (possibly half the amount of Soviets or less, depending on how well you accommodate the defensive positions). Also, Panzerfaust 60 should be lvl 3 or lvl 4, and Panzerfaust 100 should be at least lvl 15 at the most lvl 20.

Make Axis Arty a longer wait due to ammo shortages. Possibly make the radius smaller due to them using mortars a lot since their big guns are long gone, so it would have to be mortars being used (I am not familiar with their artillery during Berlin, but I am sure someone does, and they can make the adjustments to that).

We covered the Plane issue, and we covered tanks. I could do the other campaigns, but I am not gonna :smirk:

Obviously, this needs to be tested first, but some form of this has to be implemented so that you don’t have to buff one side to make them overpowered so that they can compete. There are different ways to create balance without making one-half of the player base suffer. Not every campaign in this game is made for symmetrical warfare; the Russian devs have no excuse for this due to their country literally turning the tides of WW2 due to asymmetrical warfare in Stalingrad.

NO EXCUSE DARKFLOW, NO EXCUSE

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I absolutely agree with you and I must say, much to my regret, that it is sad, since it could be a really fantastic game that had a greater scope.

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Ivan drinking

It also has zero recoil, which makes the low capacity a minor problem when the majority of your shots land on target. Y’all just need more trigger discipline, it’s not just about spraying bullets.

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PPSh-41 - Wikipedia
Funny you bring that up, because, as the text clearly says, “MP717(r) : A captured, unconverted PPSh-41 placed in German service and supplied with 7.63×25mm Mauser ammunition.”

The MP 717 (r) is unconverted and does not take 9mm, so why bring it up? 800 to 750 RPM is the cyclic rate for 9mm, according to the text, but nothing about 7.62x25mm Tokarev.

Also, I decided to look at the source for the “(which is dimensionally identical to 7.62×25mm Tokarev, but slightly less powerful)” claim. Here is the link to the “source” ( PPSh 9mm (ppsh41.com)) where Jeff talks about 9 mm lowering the cyclic rate while mentioning nothing about 7.63x23 Mauser ammunition lowering the cyclic rate…

Unless you are asking for the event MP41 (r) to have a lower cyclic rate, due to it being chambered in 9mm, then you have no case against the MP 717 (r).

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laughs in dispersion
image

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On the subject of recoil, the truth is that it is absurd, I was in the army for a few years and the truth is that there is not that much recoil, in some weapons it is not even noticeable. But the recoil that all machine gun weapons have regardless of the campaign or army is totally absurd. XD

In fact I saw a similar post and the conformists came out to spite the person xD
Because of these things the game doesn’t improve, people complain and the same people insult it and do less so the developers don’t bother.

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I did not mean the MP-41 conversion.

What I meant is that 7.63x25 mm for MP-717(r) is a weaker ammo than 7.62x25 mm for PPSh-41, that is why it has lower fire rate, same as with 9 mm ammo.

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I would have liked that if that was actually a thing but unfortunately dark flow doesn’t care the Soviets were supposed to be great in close quarter combat while the Germans were supposed to be good in medium to long range combat but They’re giving them weapons they should not have and making them almost look like the Germans and destroying any type of diversity.

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I know you didn’t, but why you quoted the effects of 9mm is beyond me.

There is no evidence stating this. I did you a favor and actually linked the source for the claim on Wikipedia and even screenshotted the page. IT ONLY MENTIONS 9 MM, LOWERING THE CYCLIC RATE TO 750-800. I am sorry, but this claim that 7.63 lowers the cyclic rate down to 750 to 800 rpm is baseless.

Here is a video of both rounds being shot from the same gun, which are both made by the creators of the 7.62 Tokarev round, putting up virtually the same numbers.

The soviets made no changes, what-so-ever, to the bullet design, bullet caliber or charge loading compared to the original Mauser 7.63mm Mauser. The reason the new Tokarev round was given a nominal caliber of 7.62mm was because the Tokarev pistol barrel was made using exactly the same land and groove dimensions as the 7.62mm rifles and machine guns then in service, so it HAD to have the same caliber designation. In reality, the bullet caliber between the Mauser and Tokarev cartridges was identical.

The standard, 86 grain WW2 Soviet ammo was rated at “just” 420m/s (approximately 1380fps) from the Tokarev TT pistol and 450m/s (approximately 1480fps) from the longer barreled Ppsh41 SMG. The Ppsh41 is often credited with a muzzle velocity of 1600fps, which is a little misleading. That velocity was only achieved using a specialized, steel cored, armour piercing round called the P-41, which had a lighter, 74 grain bullet but the same charge loading as the standard, 86 grain lead bullet rounds.

7.62x25mm Tokarev (original standard pressure) and 7.63mm Mauser have exactly the same ballistic performance. It wasn’t until after WW2 that the powder was increased because the Soviets believed that the Tokarev round was too weak.

So unless the PPSH 41 in this game is shooting AP rounds, your claim and Darkflow’s claim are false.

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Dark flow has yet to realize we are playing as professional soldiers and not a bunch of child soldiers from Africa lol

Go look at my Dispersion thread and the Upper torso damage thread I made lol.

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It is all about strategy. Each side has its ways of attacking, while the other side has its unique way of attacking. What Darkflow has down is making every single campaign a braindead copy and paste of the other while adding new toys for “balance”.

For instance, if the Japanese have a Banzai effect that suppresses (gives the player that shaky camera that happens when Arty hits) and, let’s say, reduces damage taken and reduces the amount of stamina used while sprinting and the range of it is multiplied based on the number of troops banzai-ing together, then no matter what technological advantage the US has because they can just rush point and wreck them. This can work well in defense, taking back a point when overrun.

There is no need to add a 50 rd smg for the Japs, because their warrior spirit is stronger than the US, lol.

The US has technological superiority and has better artillery and aircraft, etc. But if the Japs horde up for a Banzai, it is all over, assuming someone on the team killed the Sherman grey zone camper.

Simple stuff like this creates a fun game that hooks people, not this dopamine-killing War Thunder system that Darkflow is doing that rewards the current meta and creates them. It gets really sad sometimes thinking about this game and its potential; maybe if I contact Putin and ask him to force the devs to make it fun, they will make changes to the game that will cause it to blossom.

Putin drip

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Honestly at this point dark flow is useless they’re trying to accommodate for the COD players and zerg rush lunatics we’re better off just asking Tommy to do everything and show them how you make an actual game because dark flow is clearly not listening,

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Detective
Who is this Tommy fellow?

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