Stop nerfing things to the point of them being unusable

I honestly hate how your answer to whining about balance is just to nerf damage over everything else.
Grenade launchers are bad.
Flamers are unusable.
Impact grenades are unusable.
Phosphorus grenades are unusable.
Anti-personnel mines are meh now but I dont mind that one.
Instead of doing what you did to grenade launchers for example, you could simply balance the rifle grenade launcher by adding the blank round animation to it. RMN-50 already has that.
You should also give a damn about stupid sniper M9 Bazooka and all of those AT launchers that have the fire rate of a bolt action rifle, as if TNT charges weren’t good enough. All of these should be much longer to reload as well, because normally it required two people to operate it.

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I agree with the principle of taking careful actions to nerf things, just have a few personal notes.

Really, they should have just increased the loading time of the function (such as through the blank round as per your suggestion), the GLs had a good thing going for them, being best used for taking out snipers, corner campers and tight groups of infantry. What ruined them was people running these noob-tubes in 9-man squads, with secondary weapon slots (because three grenades per soldier was of course not enough), and just spamming rifle grenades. It was not fun at all on the recieving end (though I found that if the enemy had people doing so they lost more often, don’t know why). Cheesing will always be annoying.

This one I disagree with, they’re not META but you can make good use of them, and they have a specific niche that nothing else really fills, and I’ve won games with flamethrowes that I don’t see how I could have pulled off without them. It’s okay that they’re not the best thing ever, they’ve got a niche that only they fill, and that is good enough, I prefer this over everyone and their mother running them that just gets tiring (like noob-tubes).

Agreed, to a degree. Currently, they’re only really useful if you have a large grenade bag and chuck all three at the same time to cover a larger area. My preffered strategy is to use them against large groups or when clearing rooms, and then I only use them for BR II Germany because they don’t have the same squad-wiping SMGs as other countries. However, I do feel like a breaching mastermind when using them in this tactical role, dowing or killing most people in the room then picking of the survivors with the accurate and steady MP 40, it’s very satisfying (buffing them might remove this feeling, then the strategy would become too easy). For any BR higher or when playing any other nation I always prefer ammo bags over impact-grenades, but I would be cautious with buffing them, just like with the noob tubes their problems comes through cheesing and overuse.

I have never seen a kill in the killfeed from a WP, never, they need help. My preffered buff here is to give the WP the same smoke density and spread as the current smoke grenades, and then widen the area of regular smoke grenades. The wider area and increased concealment on the WP would probably not require increased damage, but playtesting with these changes should be done just to confirm to see if increased damage is also warranted.

AP mines were the bane of fun games and I’m glad they were nerfed, but it could have been done in a better way. Once again, their problems stemmed from oversuse, so my preffered nerf would have been to either make mines class-locked or make it so that you have to place them by lying down and holding down the button whilst deploying. No more braindead dropping of mines everywhere.

Good idea, AT launchers are really way to prevelant and way more wieldy than they ever were in real life. If you want quick target-reingagement use a AT-rifle, if you want swift action use a TNT bundle, TNT charge or Japanese lunge-mine. AT-launchers should exist to allow infantry to respond to tanks at longer ranges, but they should not objectively be the best solution in all situations.

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I have always thought that if DF had just made every weapon based on it’s most common model’s specs, and made them as accurate as possible, it would have stopped a lot of whining, because that is what the weapon was. No more listening to people pleading to buff this gun because the enemy gun is inaccurately and overly buffed, ect. Dark Force dug their own hole with this.

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I agree, but as for flamers Im still not convinced. Because once you go into battle with them you immediately became a priority target to everyone and its very hard to get in range even without any sneaking and surprise attacks. They shouldnt be nerfed to the point that enemies can just shrug off a blast of fire and continue shooting you.

I also forgot to mention shotguns, those need a boost in damage as well, because only that sawed off from last event is useful seems like

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True, hence I hate “mirror” type of balance in games. One faction can be better in one thing than the other and vice versa, if you cant have an advantage of it while playing its your fault for losing right?

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Grenade launchers do need a nerf, but I don’t think it should be nerfed by this way.
Before nerf I can use Grenade launcher to easily make 100+ kills and blown up all enemy infantry. It’s like a portable 75mm Kwk37 and it is overpowered.
But I think it should receive ammo and reload nerf instead of damage.

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Impact grenades can be used in BR1 and BR2, as your bolt-action or semi-auto rifle carrying soldier don’t need ammo pouch. Equip them with large grenade bag, 1 EP 2 Impact.
WP nearly useless. Never see such thing kill an enemy.
Flamer good for short range combat, ignite all AIs to avoid retaliate. But only for flank attack and flame trooper hard to get close enough.

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For mines, you got AT mine if you seek a nice explosion.
2 AP mines can trigger 1 AT mine.

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Yes, I said that making them slower would be good enough

Sounds Good

It was the best for me back in the days of campaigns and Tunisia, I was killing many with it before the nerf

Realistically they shouldnt even be able to do so after being cooked alive with it. I really dislike that the flamer fire is the same as molotov fire. Both should be totally different as flamer is much hotter obv

I heard of it, its a nice idea. Thanks for mentioning that 2 AP mines are needed as I have seen AT mine not exploding near that one AP mine I placed

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I think flamethrower should be able to “ignore” some walls and deal damage to all units inside the building or bunker (only the room behind entrance) if fired at an entrance. Less damage for balance issue but 7~8s make a kill (similar to a grenade).
Now in game flamethrower’s trajectory can be blocked by fence or sandbag.

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Sounds interesting, in my opinion there should be some testing made with such changes :smiley:

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