Regarding sense of balance this is the worst version of World in Flames that has ever been released so far. Other then that, it's really nice to see you working and developing this great map once again.. adding new models and various things
Anyway check this out 6 neutral bunkers added to stop Italian bltizkrieg to Morrocon city. I honestly thought intention of giving Morrocon city to neutrals was to nerf UK's superiority in both Africa and resource income and balance African battlefield. Also it's really amusing that Morrocon shypiard is still under British control.. was this intentional or accident bug? Either way this imbalanced event enables UK to train, already in the 2nd income of the game, a transport ship + an infantry squad and rush for Morrocon city right away. Considering the fact that Neutral units are all spread out here, UK can easily aim down those 2 light tanks and then aim the city (because bunker and neutral infantry man and AT gun wont be alerted) and masspam more inf and easily take rest of Northern Africa. While the Italy has extreme hard time going for it against 5-6 bunkers and neutral units.
What i suggest for balance in northern Africa: Move down that shypiard next to Morrocon city on the left side and put it neutral. If UK wants to land Africa then he should be forced to get Portugal and its port. Another suggestion regarding balance in this region - remove that extra bunker that you added on Spanish-French border above Barcelona. 2 bunkers here are completely enough and even with those 2 it was pretty hard for Italy to succesfully land and take Barcelona with only 1 transport ship.
Italy is very poor nation starting with almost 1k gold income and to be honest it doesn't have gold to spare for additional transport ships and just imagine how easy it is for UK to walk in the small Mediterranean with 3 ships from Gibraltar and 3 ships from Egypt and aim down the italian transport ship right away. Due to the fact that naval warfare is completely odd and imbalanced in this map - meaning Italian ships can't stop faster British ships which btw outnumbered them, Brits easily destroy Italian transport ship and disable them transportion from Italy to Spain/Africa/Crete wherever else.
My suggestion regarding naval warfare: Make all ships have drastically bigger damage so in that case naval battles would last quite shorter and therefore some meme players wouldn't have the option to walk through enemy navy while still being unsignificantly harmed and swiftly aim down and destroy the enemy transport ships.
You might also want to rethink wether its wise or not, to give UK another port and a battleship and a cruiser in northern GB and make game even more in favour of allies.
UK can rapidly regroup entire his fleet in Roman sea and destroy Italian fleet in blink of an eye while GE fleet would probably be stucked at that time, somewhere between 2nd and 3rd sea line in atlantic. You should also take a consideration of moving 1 sea line from Atlantic to Baltic sea because almost literally always Allies have domination in Atlantic ocean.. especially in latest version where you added more British ships.
As a perennial WiF veteran, I couldn't help but notice the sad fact you disabled avaliability of having Full Shared Control
when one of your ally leaves. Most definitely you need to put back in order FULL share units ability
and not only when your ally leaves but also while all players are in the game and gameplay is active. So you should probably add commands in game, e.g -share red, -share orange, -share blue.. you get my point.
I should also note that right now in current state of this game, only SU/China, Italy/GE, Finland/Japan can share between themselves cause they are in the same teams(in the lobby). So my suggestion would be remake teams in lobby -> Team 1 (SU,US,china,UK) , Team 2 (GE,Ita,Fin,Jap) respectively.
Smoke grenades ability is super op and imbalanced even though it gives "only" 25% evasion. Make it to 10-15% maximum and raise up facility points cost up to twice times - 12 facility points at least.. and make it more expensive in currency/oil terms. This is urgent as allies can easily research this upgrade and defeat any army that axis forces train due to the massive amount of dodged attacks.
China - Japan (im)balance
. Ever since 1.4d China had easy game vs Japanese. Japan is the faction that's facing alone
4 factions in Pacific Asia. And it was always the China that rushes Japan, not vice versa. It's the China that has op flamethrowers and decisive advantage in Infantry numbers at the beginning of game (over Japan). China's job is to blitzkrieg Japs across from Shangai to Beijing and try to push them to Seoul. Well skilled Japan can sometimes withstand Chinese rush and push them back from Seoul up to Shangai / Xi'an, but only if he's skilled and has all three supremacies naval,infantry and air. While at this time either US or UK(sometimes both of them) had already captured dozens of cities/islands and they are preparing to face Japanese fleet and land Okinawa and Japan. Your idea of Japan, seizing Islands in pacific and at the same time fighting/withstanding/destroying Chinks is non existent in gameplay reality. The only option Japan has is to mass their OP
light tank which has damage 12-13(for some reason the strongest tank in the game).
Now that i touched the subject of light tank warfare(urgent)
, let me elaborate it extensively in details. I can't seem to understand why does GE have the most pleb light tank PANZER I
with damage 8-9
while Allies have superb light, stuart
tank with damage 10-12.
Soviet light tank t-26
doesn't straggle behind neither.. with excellent 10-11 damage
. It's not that much of a problem when GE mass spams inferior light tanks but if Allies or SU or Japan does it(not to mention what hell happens if they upgrade tank doctrine) it's hell of a mess. Fingolfin, you even made Italian light tanks
stronger then Pz Is with damage 9-11.
Beside that GE has unserviceable and inferior light tanks, i wanted to point out the imbalance of 'mass spam light tanks, tactic
' in general. Whoever masses light tanks mixed with some infantry doesn't stand a chance against enemy who mass spammed infantry mixed with medium tanks. This happens due to the fact, when light tanks hit infantry they do MASSIVE splash damage
, so you need to work on this out, reduce it a bit,on all light tanks. What i also want to point out is the long amount of time that medium tanks have to destroy light tanks. As from what i've seen so far, all medium tanks have unsignificant 9-11 damage
against other tanks/machines. Raise that +2 = make it 11-13. I also wanted to add the following: like take away -10 hp on all light tanks, but if you add +2 damage on medium tanks and reduce light tank's splash damage slightly, it's not neccesary.
You also need to rework Japanese light tank(damage 12-13).
Make it 11-12 maybe, everything sounds good if you reduce the amount of splash damage. You should also keep in mind that Soviet, UK, US, Jap (nations that have super op light tanks) literally never care to train their medium tanks. Why would you when you can have light tanks which in high number have same effect as several medium tank. I doubt that Italy is forced to make any PZ IVs now that they have pretty solid FiatL6/40s.
So due to the irrelevance of medium tanks in this game, besides you could upgrade them +2 damage on their damage done against other machines/tanks, append on them like +30 hp.
Also i have to ask you this, why is Japanese medium tank intentionally made so bad and useless? They are the worst medium tanks in the game even tho Japs are alone in pacific facing 4 other factions. I am bothered here with sense of balance in the game and not by historical accuracy. Besides this game isn't even historical accurate not even close...
Jap Medium Tank has the lowest amount of HP among all mediums = 200 hp.. work this out, give them more damage .. they are completely useless and inferior to chinese pz IVs
Panther tanks seem nice at first glance, but then again we never got them actually to be trained in the game, cause game ends up way too quick due to the op light tank spam.
If you are planning to add more tanks into the game(which is always more then welcome, you are the best model editor wc3 ever had and will have), consider making an ability in factory, an upgrade named Factory#2, which when you click it, it'd upgrade factory to another factory where you can train new various type of tanks and out there ofcourse you can choose option to upgrade back to Factory#1.
Another thing i don't like in new version is your fetish for bunkers.. Why do i not like it? Because it affects pretty much only Axis powers who need to expand in order to win, while on the other hand allies just need to steal land and income from axis(pretty much) in order to win. So beside removing bunker on Spanish-French border you should also remove few neutral bunkers in Northern Africa and a bunker which you added right next to Oslo.
And maybe add a Oil reffinery at Transylvanian city and remove 1 anti air flak gun(so strategic bombers can actually try to bomb it without dying), due to the fact it's being guarded by plenty of neutral units and 2 bunkers(on the hill). As Germany i never cared to take out those neutrals exactly because of amount of neutrals that are stacked here just for a shitty small city. Either way i always regretted it cause i lack that factory(cuz GE doesnt have as much factories avaliable as SU for example has). Consider adding oil reffinery out there and make that place more significant, it should be noted that GE is hardest nation to play and has obligation to expand in all 3 directions with all type of ground and air units(inf,ATgun,lighttank,mediumtank.. artillery) and this gets pretty much impossible due to the massive oil upkeep GE gets driven into over time.
You did pretty well and solid with balancing planes(except the fact that UK has cheapest planes) - regarding fighter/dive bomber armor reduction to anti air flak guns and batteries. Im grateful for this. But then again i have to make you pay attention to paratrooper imbalance (URGENT - ever since 1.4d i ban paratroopers in all my games and people are thankful for that)
, i am sure you are aware of this, i'm trying to explain you their superiority over all other units, ever since you invented them. Now i remember what you said in your defense - that Paratroopers were historically best trained and elite soldiers. But that doesn't mean you should affect their attack speed ratio. All infantry among themselves(paratroopers,waffen SS included) should have equal attack speed ratio, otherwise in high numbers those 'elite' troops/paratroopers completely rape the enemy army no matter what just due to increased attack speed. I know that you did do something related to paratrooper
imbalance but that's completely irrelevant. Here's my suggestion and i think most of people who play this game will agree with me on this one: All paratrooper units should have same stats, same hp, same damage, same attack speed and paratrooper planes should have equal resource cost. I completely agree with you that they're elite soldiers of a nation, therefore i propose they should have 30hp more then regular infantry making it 130hp and respective damage of 7-9. And also unable units like mortars,flamethrowers to drop out from paraplane.. it's completely out of order and unrealistic.
At the same time, the thing that's most urgent
and that triggered me to write such a huge and perspective post is the new russian winter that you added making completely insane and superhard for GE to withstand against Soviet army during the winter months(pinch me if im not correct, but that's 6 out of 12 months). This winter spreads all across from Russia to Germany - meaning whenever i played German Reich in 1.6b version i ended up inevitably defending the last defensive line against Soviets back in Berlin. Winter aura that freely affects half time of a year all German units in both attack speed/movement speed aspect is just way too much,
game was broken already before, in favour of team 1, due to the fact Allies can easily mass fund SU(and if SU kills Finland fast enough, it grabs easily and swiftly northern Scandinavia which doesn't have any extra bunkers and then it gets over 3k currency income). So this is what i propose: Make three winter aura areas, 1 area that covers up land spread from Germany to Estonia-Kiev, and this one should make GE units lose only -1 armor. The other aura would cover up lands from Viborg-Arkhangel'sk up to Kiev-Kharkov and it would affect GE army by besides reducing their armor for -1, it could also slow their movement speed for 15-20% while 3rd winter aura would affect only German troops in Stalingrad and it'd make them lose -2armor, 15-20% movement speed and 10% attack speed. Also you should make a capital city for each of those winter areas, like Vilnius for 1st winter area, Moscow for 2nd winter area, Stalingrad for 3rd winter area. And once GE army captures each capital, winter debuff should expire once and for all. Sounds good and fair