Karlsson96 wrote:More notes on Balance and realism:
-There are simply way too many vehicles PER CARD in general. Please lower the amount of vehicles available per card, especially the MBTs and the Attack Helicopters
-There are no effective counters to a helicopter rush, since a lot of the high end ones have over-effective weaponry and can destroy any and all targets very quickly
-In regards to Anti-aircraft vehicles: Somehow, helicopters can shoot missiles at anti-aircraft vehicles even though the anti-aircraft vehicles do not have any Line-of-sight
-There is no aim-time delay for missiles from helos, as the second an AA vehicle enters the range of a Helo, it is destroyed by a missile from it
-Missiles fired from Helos are simply way too fast, and the aim time of AA vehicles is way too slow to react. You have to have multiple AA vehicles "Counter rush" an enemy helo hoping that at least one gets a missile off before they are destroyed.
-I'm really serious about how overpowered the Helicopters are in this mod, especially the Ka-52s. 2 of them following a meat shield of scout helos can decimate any and all AA vehicles within seconds due to fast aim time, fast missile travel speed, and superior range against a lot of AA units.
-Considering the Centurion C-RAM is noted for defending bases shooting mortar shells out of the air, why the hell does it only have 60% accuracy against something, that is larger than a mortar shell?
-In regards to unit sizes for the United States Marines: Marine infantry Squads have 3 Fire-teams to the US Army's 2.
-if a fire-team has 4 men, 2 fireteams is 8 men (+an NCO, artillery spotter, officer of some kind, etc. which makes 9 or 10)
-therefore a squad with 3 fireteams is 12 (against +an NCO, art spotter, officer, etc)
-essentially my point is that Marine units should be 3/2 in terms of men over the Army squads. (Just like in vanilla with 15 marines vs 10 US Army riflemen to a squad)
-Mortarmen have laser accuracy and spam their shells like a machine gun.
Use ManPads you scrub