So Axis players, whats the solution?

Why are the squads layouts identical as well. Why cant each faction have more or less assaulters or some factions have flamethrowers in them and others dont. Way too much copy paste in this game

4 Likes

Having unique uniforms would also be a great thing, for example in the battle for Moscow the squads could be a little bigger, since for some reason Germany had the priority of defeating the Soviet Union, we could also have Hungarian, Romanian, French, Italian squads, the Spanish division things like that, in Normandy the Hitler Youth, with faces of boys aged 18-22, having the option of choosing our camouflage for our squad, for Berlin, having the faces of boys aged 15-17 and the elderly 50-70, to demonstrate the critical situation in Germany, those details I think would add to the immersion of enlisted

3 Likes

Remember when PPD is trash,
image
While entire MP is laser gun?
image

Bring it back.
Make game from start Axis friendly.
Stop players from beginning to play Soviet side.

2 Likes

How to solve it: Well its an complicated process since theres many factors at hand.
The overall game play is one, since were playing with each other from all stages to. Some are in the beginning of their arsenal and some got them best ones. This is not that much of a problem though. Problem is to balance it from that as well so it can melt together better

One thing you could do is to have to look thru the process some how, how strong are they really during that stage. Chop it up in ex 4 or 5 stages thru the levels. Then weight over all the equipment how strong they are situational against each other along with tank and planes.
Simple put a point system of 1-5 or something and be true about it as much as possible then try to balance it in from there. One thing one faction dominates at that stage there should be an balanced factor with something else from the other faction. Then they can meet with that other thing later on.

Ex We start that Allies get air superiority early on but the Axis got Tanks and both are pretty even in InF then during the progression that shifts. Allies can finally take on the tanks better but then gets their Infantry bit weaker but still has the air and so on so it follows each other.

How i felt in Moscow was. Russia has the infantry, air and tanks was debatable the middle ground from the start…Then Axis came in later on with counterparts but the streamline went pretty much on hand in hand which made no sense since Axis had to fight their tooth for nail to get their countermeasures. The only ones i felt was tipping for the Axis as rly strong compared to the Allies per say was MKB and GRB.39 if comparing. Even the famously MG38 had an close contender DP which doesnt have the same fire rate ofc but its rly strong.

people would cry that one factions squads are OP

Like US starting with automatics or the germans fielding more belt fed guns.

Guarantee you the biggest reason for so much symmetry or copy/paste is “balanse”. also helps keep the learning curve low so you don’t need to learn a new faction every campaign. Allows more mouth breathers to play.

1 Like

Remember when Dev make that sudden nerf to Axis and great buff to Soviet?
Also when MP28 has 32 rounds?
image

Reverse the change. Make Axis much more easier for friendlies.
Also keep update more maps asymmetrically to favor Axis.

image

Axis’s players is not only always fewer, but also always noobs.
Making maps more difficult for Soviet to fight, while allowing Axis good players to progress.

1 Like

Trying to balance it because of its player base is just waste of time of which you need to constantly correct and frankly unfair. I dont get that decision.

To add: I would have get it how ever if one faction is constantly attacking in that regard and the point is to close to be able defend for the other. Then its an matter of game play design that needs to be addressed with the map

2 Likes

Give axis players the secret project gun known as STMG-42 (Sturm Machine Gewehr-42)
A Shorter lighter version of the MG-42 that did the following:

Utilized a Bullpup desing to maintain the barell length and shorten the rifle while not just mainting it’s accuraccy range but boosting it due to Krupp hammer forging.

Dramatically decreased the weight by shortening the gun and ulitizing Polymer for it’s stracture.

It was chambered on it’s own round, the forgoten 7.62x39 Kurz a composite-case cartridge that combined the velocity of a 5.56 with the stopping power and range perfomance of a Russian 7.62x39 which was a simplistic copy since the Russian could not replicate the sophisticated composite-cased polymer design.

Modularity due to the forgoten Werner rail system later coppied by Picatinny, so it could mount the ZF4 telescopic sights, various grips and even a canted ZF5 Reflex sight.

Last but not least it could fire the APAF 40 (Anti-Personen/Anti-Fahrzeug 40) a dual purpose 40mm grenade which could go through 100mm of armor and was later copied by the French in the 50s.

This gun is a MUST to counter Russian smgs, it used a 35 round mag which i know is half what the PPD/PPSH have but the overall damage output, muzzle velocity and high enough firerate can make up for in CQ. In addition it’s multi-role capabilities due to the round, scopes, controlability and anti tank capabilites, could also balance the AVT at the same time. It’s killing 2 birds with one stone! On the DOWNSIDE though it was a bullpup so expect a long reload maybe even above 4 seconds due to Russian bias.

1 Like

Well, I have suggested dynamic balance based on each match’s player count.
But dev is just being lazy.
So, what about keep increasing Allies’ match difficulty?

1 Like

Paywall the game
But that ship has sailed

they let us vote on whether or not to paywall it…we can only blame ourselves.

Yeah let us vote
Just like Mr Putin always gets 110% of the votes every election
:wink:
Russian elections are about as fair and valid as American ones

4 Likes

We already know the answer
add more
images
Nothing boost axis winrate than this see berlin

2 Likes

i think making the different axis campaigns more unique sounds like a good idea.

but if they were to do so they would have to bring in a ton of guns that were either experimental or was never there to be able to fill the levels. and i am pretty sure people hate the ones that are in game already. its not as easy to just diversify the campaigns without a fuckton of repeats or sacrificing alot of historical accuracy

i think the repeats is just a fundamental flaw that comes with the current game model, and there is really no good way around it without reworking much of the game

1 Like

I’m thinking… SIDEGRADES!
Mostly vehicles. Troop transports, cars like jeeps/kubels… Mobile AA that YES could be used to mow down infantry (but would be food even for things like t60), medium machine guns, like Maxim! Etc.

Those things could diversify campaigns a lot. Providing they don’t copy paste the same things for axis across 4 campaigns.

1 Like

This isn’t about Axis / Allies / USSR. Just look at Normandy. It isn’t as atrocious as Berlin, but it’s still very bad for USA. Germany tends to be on the receiving end more often than others, but the core issue is that the entire game is very one-sided. It also has lots of incentives for players to benefit from imbalance instead of trying to fix it.

2 Likes

a solution many players have been asking for is to add an xp bonus for joining both sides
currently there is no reason to do that(from what i heard it might even be broken) further increasing the player imbalance

1 Like


This balance feels SO good

Close match

Once again, I repeat, you are a man of good taste. :grinning:

The Producers (1968) - Springtime for Hitler - YouTube

1 Like