Another slaughter. We were supposed to attack but actually we were mostly forced to defended our default spawn I even managed to enter cap zone once alone because AI squads are unable to safely follow. 2 grants present nearly all the time, one controlling our spawn from gray zone and the other defending objective + very accurate bomber so spawning a tank was not possible.
There already is a Italian tank destroyer thatâs useless against infantry. But I guess youâll like it if they add Panzer III, Panzer IV or even Tiger tanks for premium. They are missing the German armor in Tunisia.
Now I want to face the odds in Tunisia with my lv5 axis detpack troopers, fighting grants when you are without engineers at level 6!
I want more italian tankets not more german stuff there, its brits vs italian mostly please keep it that way
Just played a match with you. We were against two camping grants and the MG bunkerâŚzero engineers or maybe one who only used it once. It was a nightmare and made me realize the massive gap in levels the players have
I donât play it often but today it is somewhat more hardcore then it used to be. But apparently more and more people are at higher levels now. I have also allies in Tunisia that I play hardly ever yet they are level 10. It took me far fewer matches than with Axis that today reached level 6 and progressing with snail speed due to much less XP per match.
I just played two more games and it was even worse. We had no engineer and they had 6. I managed to sneak around to destroy their rally (I even found and took out 3) but they were re-built in no time. Also they quickly gained momentum and constantly attacked us which incredibly slowed any progress towards objective.
Also I see more and more grants which is really worrisome. That beast eats TNTs with mostly no damage and is immune to most AT equipment and early armor. AB41 cannot pen it at all and M14 only at vision slits that are really hard to hit as they are tiny and grant is also pretty fast compared to M14 so no flanking possible.
Adding tanks that are overly armored and immune to most AT weapons is really very bad design.
theyâre going to have to use german tanks for the inventible advancement of allied tanks but inf. squads should mostly be italians
the problem is also the feedback loop causing the whole thing to get even worse
axis losing-> less players playing axis-> mroe aaxis losing-> even less playersâŚ
it wouldnt be a great solution, but making the reguler axis gear OP for some time might help break the loop
They didnt even listen to the feedback we gave them. The Tunisia ship is sailed I guess.
no, no, no. HELL NO. that will only lead to power creep since it will reverse the loop not break it
When it comes to Tunisia, I am really dissapointed that the devs didnt listen to our feedback. Its like they decided to dump Tunisia and think that a Tiger and a Churchill is enough to revive this campaign.
The Grant spam and superiority of early tiers Allies SMG and LMG do indeed make axis suffer a lotâŚ
Also the fact the Allies armor and flying tool have better anti-infantery power in a game with 80% of target are infantery hammer the nail a bit deeperâŚ
24shots breda with long reload and 20 shot infantery breda that wobble all over the place, does hurt a lotâŚ
Vicker have horrible sight(yes) but its butter smooth to use
Sten is a slaughter SMG compared to mp28 but bereta38 help rebalance the SMG field but you have to unlock it.
A feedback loop isnât literal player feedback, but when an event causes itself to be more likely.
Axis losing, causing players to stop playing axis, causing the axis to lose, is a negative feedback loop (if I got it right).
Meanwhile a positive feedback loop is like in War Thunder where lots of points lets you spawn in a plane which gets you lots of points.
Feedback loops in either sense create balance issues.
Huh Makes sense I guess.
I have been playing Axis Tunisia for some time now. I am a very casual player so I didnât unlock engineers yet and I did unlock radiomen and the second tank but I actually like to play with the scout car for some reason. Anyways, when there is a grant, I canât do anything about it. Literally. AT gunnerâs AT rifle canât pen it even from the back, scout car canât pen it from anywhere, the second tank is too slow to do anything about it. Itâs like the dev never learned anything from the Jumbo situation on Normandy. AND THE JUMBO ACTUALLY HAS A WEAKPOINT ON THE FRONT.
Just to clarify to everyone is this thread: I have maxed allies in Tunisia and am now going through as axis but I truly dont see any issue with weapons or tanks; it all seems to be player base. Most matches I would of lost regardless because of a lack of team effort to push in and capture points.
The Armaguerra is fun but really bottlenecked by itâs 6 round magazine. Devs made a stupid decision by putting the M1 Garand at Level 25 for Allies though. Once the weapon upgrade overhaul is added, people are likely going to cheese it by upgrading their semi-autos with an abundance of bronze weapon orders.
I mean the G41 is at level 25 for the axis and while worse due to the bugged reload is still very solid. The armeguerro is better atleast for me than the M1 Carbine
Devs did the M1 Carbine dirty. Even after itâs buff it just doesnât feel right at all. However, Armaguerra is a 6 round weapon and the M1 Garand is 8. I think somewhere between Level 12-17 for Allies wouldâve made more sense. Johnson LMG couldâve been Level 25 for Allies or some other 10 round rifle.
I actually think the Axis have the advantage for semi autos in Tunisia. The armegurro is a 6 round mag but with standard semi damage compared to the far weaker M1 carbine. The G41 is a 10 round but has a VERY slow reload making up for the 2 rounds the Garand is missing. I find myself using the armegurro but never using the M1 carbine. It could be me maxing axis with the G41 though that makes me feel that way