The current method of balancing continuously strengthens the weapons of a particular faction, leading to enhancements that surpass previous performance. This direction is unsustainable.
The German faction’s various equipment is already extremely powerful, and I don’t need to elaborate much. The STG44 and FG42-2 are already the best weapons in the game, along with the best tanks and the JU188, which is one of the best planes. The current weakness of Germany is not due to its weapons.
The main issue lies in the severe bugs within the U.S. faction’s mechanics. For example, the endless cycle of kamikaze planes, which can launch 300 to 600 HVAR rockets per match, and their almost limitless manpower far exceeding other factions. They also have an exceptionally fast point capture speed, which, despite being nerfed, still grants them significantly more manpower when attacking capture points. On top of these flawed mechanics, you’ve added even more overpowered weapons to the U.S. faction, such as the T-20.
The U.S. faction’s dominance is almost entirely due to the current bugs with aircraft, which create an almost terrifying level of suppression against infantry, along with their greater manpower. The correct approach should be to nerf the planes, move the aircraft resupply points further away after adding anti-kamikaze measures, and remove the U.S. manpower advantage. This would naturally achieve balance
And what are you doing? You’ve enhanced the German faction’s weapons, further buffing the already powerful FG42-2 and giving the STG44 faster reload speeds. Have you considered the consequences of this? You’ve created an even stronger faction. Have you thought about how this affects Soviet faction players? They are in a faction that is weaker in almost every aspect. What’s your next move? Are you planning to give the Soviets even more overpowered weapons and equipment? Is this endless cycle of creating imbalanced factions your plan?
Have you forgotten the discussions that once surrounded the FG42-2 and how overpowered it was? Now, you’ve introduced the T-20, which has almost no recoil and faster reload speeds. This weapon, with its full-power rounds that can take down enemies with a single shot, has virtually no recoil and minimal damage drop-off.
These automatic rifles, which can take down enemies with a single shot, make other weapons look insignificant…
can’t even begin to imagine how you designed the T-20, and Type Hei—automatic rifles with less recoil and spread than submachine guns. How on earth did you come up with these?
They have virtually no TTK and almost no spread, so the game is just flooded with these weapons, and you’ve completely blocked the possibility of future weapon balance. You’ve rendered submachine guns practically useless…
The correct approach would be to increase the recoil of these full-power rifles to the level of the AVS36 or AVT40. This would diversify the game’s weaponry, rather than continuing to enhance them and create more NOOB guns and laser weapons.
Machine guns already face penalties for movement speed and shooting spread while moving. Submachine guns also have penalties for shooting spread and damage drop-off (and perhaps even the delay that causes bullets to disappear). Meanwhile, the T-20 and Type Hei automatic rifles are incredibly strong at any distance and even have the advantage of being usable by a 9-man squad…
(The FG42-2 defaults to semi-automatic mode and requires manual switching to full automatic, which can be considered a form of penalty…)
These high-damage automatic rifles that can kill with a single shot should have recoil that matches their power as a balancing measure.
This would not only align with the game’s weapon balance design but also match common sense.