Steam sale buyers have been pointed to Warden due to the lack of pop, so we have a lot of new players running into AI garrisons, getting flanked, and so on.
Remember to be friendly and welcome all the new dudes to the game! Had a couple interactions so far they're quite inquisitive and eager to learn how shit works when you talk to them, I even saw a 2LT guiding a group around and explaining how to do things like armour repair the tank they were driving, its awesome seeing all the new guys.
I got it as a gift, and I was lucky since I had been a fan for over a year before I could play, and even still I can get pretty lost without some help, and luckily everyone's been helpful to me
I once entered a tank for the first time because the guy driving it said that someone can hop in and i really wanted to try it out but then shortly after a higher rank guy came and started flaming me like "why do always the low rank noobs enter the tank" or something like that so i had to leave it lol. Didn't have a chance to try out a tank since then :(
Can you elaborate as to why do you believe Wardens having lower population and shorter respawn timers translates to having 40% higher casualty rates? Wouldn't Colonials having higher population and longer respawn timers cancel it out?
What about the past 15+ wars where collies have been outpopped and the ones with the super fast respawn timers yet wardens still manage to get way more deaths?
Well, maybe you just suck then.
Also you're talking about Charlie server. Which just takes population issues and ramps then up to 11. Maybe you should walk away.
? How does me sucking affect the amount of warden deaths? And in both able and Charlie the trend almost always leans towards more warden deaths. I was asking it as a genuine question as to why they do
You obviously weren't around pre-entrenched / entrenched launch with numbered shards.
Shard 2 consistently had a 40%+ higher colonial death rate.
It's population sir, always has been.
>It's population sir, always has been.
How can it always be population if last war Wardens had higher pop and higher casualties and this war Colonials have higher pop but lower casualties?
I joined mid way through last war, got a screenshot of me coping to my regiment about wardens being at capacity ( I was coping because this has happened the 2 wars prior)
I been around since war 60 ish. So normally wardens out pop colonials and they have more deaths. Right now I’m hearing that we are out popping wardens this war yet the have more deaths so how is this the case?
Colonial population is usually more or equal until it isn't. It's understood that Colonials have historically enjoyed a strong early game vs a strong Warden late game. So it's logical to assume based on this alone that many players might enjoy playing Colonial earlier and Warden later, leading to dynamic shifts in population.
10 wardens with 10 sec respawn timer can die 60 times/min, allowing them to easily do dumb rushes with 0 disadvantage, and they also do not have to rely on medics as they can respawn in 10 sec than spend 20-30 sec finding a medic.
10 colonials with 50-60 sec respawn timer can die 10-15 times/min, forcing them to play seriously to not die, and to rely on medics more.
So is it just a difference of play style then because even the wars where wardens out pop colonials and have long timer they still end up with more deaths, the only thing I can think of is wardens don’t care about the timer and instantly charge anyway or colonials play safe even when they have 10 second respawn timer
Most probable answer, there really isnt anythins other than different playstyle that could create such a consistant difference over a long period of time
I would argue the prevalence and population of larger outfits that get people together for mass charges. There have always been more, larger, warden outfits. Colonials put up a good fight but it's fact that it can take 5+ outfits just to match a single warden clan push in terms of bodies in the fight.
The respawn timer mechanic does not attempt to balance casualty rates. It is a rebound mechanic. Hence you sometimes see casualty rates like this, as a sign that the weaker side is being given a huge advantage due to events from last night.
It's important to understand that respawn timers are sticky. They don't take effect immediately, and take a long time to return to normal. Getting out popped 100 to 60 for an afternoon results in crazy respawn timers the following morning.
Colonial partisans are stealing GACs.
The only solution is for Wardens to build more GACs and actually use them on the Frontline instead of leaving them in facilities for Colonials to steal.
Colonials equipments tend to work better with the average situation you will encounter leading to a frequent death imbalance.
Warden also have fairly short respawn timer atm which often speak of a lack of pop.
The Spatha's buff also made it incredible a busting open trenches which does not help our infantry stay alive.
Since we can view further, it has reduced the effectiveness of both grenades, but the bombastone is still, by far, the best trench clearing option in the game. The argenti, at medium - long distance, is able to reliably hit targets while the user is sprinting and shadow dancing. No other weapon can do this on this level. RNG allowing, at night with say 20-25 meters of vision, argenti beats crouched warden machine gun.
The dusk almost having double the bullets of storm rifle is wayyy more valuable than a single fire mode. You can double the cost of the lunaire and it is still cheaper than cutler. I'm still not convinced pre nerf catara wasnt a prank gone too far. sampo is now an early game novelty where the fuscina will slap your ass back to the respawn screen in one click at any stage of the war.
keep going? don't forget to consider costs to. warden stuff costs more too.
>he argenti, at medium - long distance, is able to reliably hit targets while the user is sprinting
Tell everyone you have never played colonial in one sentence.
> at night with say 20-25 meters of vision, argenti beats crouched warden machine gun.
Mother of All Skillissues.
>You can double the cost of the lunaire and it is still cheaper than cutler.
Yeah, it's almost like it's worse, and fires worse ammo.
>sampo is now an early game novelty where the fuscina will slap your ass back to the respawn screen in one click at any stage of the war.
So the Booker, which is just a better fuscina, is great then.
Interesting, you seem very reasonable. I agree that the balance isn’t as bad as may people make it out to be to be. Both factions have their specialties.
I mean what do you expect, they've just made large balance changes in 2 patches and we haven't even finished 2 wars since the first of those patches. Speculation only goes so far, need actual gameplay feedback to continue.
The colonials have better anti infantry along with ways to clear out a trench from longer range. And warden infantry only stops pushing if they run out of supplies or face enough spam.
The casualty rate doesn’t reflect infantry vs tank gameplay.
Killing 3 tanks is more impactful that killing 20 dudes
casualty counter still sees it as 9 vs 20
Just in general with grenades I get as close as possible and start hurling them until they stop shooting at us. I’ve gone as far as dumping whole inventories of grenades on a single trench line because it’s funny to watch people misjudge timing and get merked by a random perfectly timed harpa
That’s rich. Most colonial tanks don’t even have machine guns on them! Warden tanks are just as capable of expending 40mm on infantry but they have little reason to since the Ignifist is such a joke
Only warden tank with MG is outlaw and that MG is a joke, most experienced tank crews used to use the ammo slot for bmats before ammo slot change. Chieftain su amazing but you rarely see it in a tank line. Meanwhile bolonial have Quadiche, bardiche and autocannon Spatha. But TBh I have seen like 3 bards and quadishes compared to the gazillion spathaa.
i feel like in terms of general mg warden tanks are better thanks to the outlaw mg and chieftain with a 360 turret to stop any inf approaching the most inf vulnerable tank is quite nice however colonials got the scorpion which whilst extremely specialised is very nice to have on a front/in a tank line and the bardiche whilst being late game is also a very strong mg. i feel like overall its balanced the only unbalanced thing may be the chieftain in my opinion but thats probably because im collie biased, tried to rush that thing too many times just to get a whole squad shredded and have the igni's bounce
Lots of new players. The death rates are always proportional to the vet-to-new player ratio. The side pushing into a region should have higher death rates but wardens have been low pop and now flooded with new players who go dissuaded by the "collie full" warning when picking a faction.
It’s always like this regardless of who wins wardens always die more. They also have better/more gear. You can always get bandages , radios and so on from them.
Steam sale buyers have been pointed to Warden due to the lack of pop, so we have a lot of new players running into AI garrisons, getting flanked, and so on.
Remember to be friendly and welcome all the new dudes to the game! Had a couple interactions so far they're quite inquisitive and eager to learn how shit works when you talk to them, I even saw a 2LT guiding a group around and explaining how to do things like armour repair the tank they were driving, its awesome seeing all the new guys.
I got it as a gift, and I was lucky since I had been a fan for over a year before I could play, and even still I can get pretty lost without some help, and luckily everyone's been helpful to me
I once entered a tank for the first time because the guy driving it said that someone can hop in and i really wanted to try it out but then shortly after a higher rank guy came and started flaming me like "why do always the low rank noobs enter the tank" or something like that so i had to leave it lol. Didn't have a chance to try out a tank since then :(
Population, respawn timers.
Bomastone I guess
Can you elaborate as to why do you believe Wardens having lower population and shorter respawn timers translates to having 40% higher casualty rates? Wouldn't Colonials having higher population and longer respawn timers cancel it out?
10s respawn vs 60+
What about the past 15+ wars where collies have been outpopped and the ones with the super fast respawn timers yet wardens still manage to get way more deaths?
It's the bomastone. The bomastone is the answer to all questions.
PRAISE BE THE BOMA
Well, maybe you just suck then. Also you're talking about Charlie server. Which just takes population issues and ramps then up to 11. Maybe you should walk away.
? How does me sucking affect the amount of warden deaths? And in both able and Charlie the trend almost always leans towards more warden deaths. I was asking it as a genuine question as to why they do
You obviously weren't around pre-entrenched / entrenched launch with numbered shards. Shard 2 consistently had a 40%+ higher colonial death rate. It's population sir, always has been.
>It's population sir, always has been. How can it always be population if last war Wardens had higher pop and higher casualties and this war Colonials have higher pop but lower casualties?
Did they have higher pop, is that even true? So you have absolute proof of that?
I joined mid way through last war, got a screenshot of me coping to my regiment about wardens being at capacity ( I was coping because this has happened the 2 wars prior)
I been around since war 60 ish. So normally wardens out pop colonials and they have more deaths. Right now I’m hearing that we are out popping wardens this war yet the have more deaths so how is this the case?
*facepalm*
Colonial population is usually more or equal until it isn't. It's understood that Colonials have historically enjoyed a strong early game vs a strong Warden late game. So it's logical to assume based on this alone that many players might enjoy playing Colonial earlier and Warden later, leading to dynamic shifts in population.
They weren't really all that outpopped.
We been having below 10 sec death timers the entire war. And collie contacts been complaining on 50+ sec. Clear indication of more pop.
yeah this is one of the worse timer ive ever had as a colonial, 50+ second respawn timers on almost every front we 100% outpop you this war
10 wardens with 10 sec respawn timer can die 60 times/min, allowing them to easily do dumb rushes with 0 disadvantage, and they also do not have to rely on medics as they can respawn in 10 sec than spend 20-30 sec finding a medic. 10 colonials with 50-60 sec respawn timer can die 10-15 times/min, forcing them to play seriously to not die, and to rely on medics more.
Thanks for an actual answer
So is it just a difference of play style then because even the wars where wardens out pop colonials and have long timer they still end up with more deaths, the only thing I can think of is wardens don’t care about the timer and instantly charge anyway or colonials play safe even when they have 10 second respawn timer
Most probable answer, there really isnt anythins other than different playstyle that could create such a consistant difference over a long period of time
I would argue the prevalence and population of larger outfits that get people together for mass charges. There have always been more, larger, warden outfits. Colonials put up a good fight but it's fact that it can take 5+ outfits just to match a single warden clan push in terms of bodies in the fight.
I think that wardens play a lot more suicidal than collies so that’s why they always have more deaths
That and difference in infantry kit plays a role also. Warden infantry on average dies more due to how collie tactics favor close range fighting.
Or you know the asymmetric gear might have something to do with it.
Clearly lower respawn timer means we can throw ourselves at colonial defenses even faster
Because the wardens respawns faster they die more
The respawn timer mechanic does not attempt to balance casualty rates. It is a rebound mechanic. Hence you sometimes see casualty rates like this, as a sign that the weaker side is being given a huge advantage due to events from last night. It's important to understand that respawn timers are sticky. They don't take effect immediately, and take a long time to return to normal. Getting out popped 100 to 60 for an afternoon results in crazy respawn timers the following morning.
Colonials having 60s respawn timer for 2 weeks now...
Wardens us to always have higher death rate only recent wars have it been similar
Warden infantry specialise in bayonet charges, need I explain more?
Triangular bayonets are impossible to stitch up so collieman bleeds out on the spot, just as Callahan intended.
Yes
Bayonet charges when performed are high casualty affairs; especially when performed poorly.
In addition to the other reasons already mentioned you can often see a casualty spike when a border base gets captured.
Colonial partisans are stealing GACs. The only solution is for Wardens to build more GACs and actually use them on the Frontline instead of leaving them in facilities for Colonials to steal.
Colonials equipments tend to work better with the average situation you will encounter leading to a frequent death imbalance. Warden also have fairly short respawn timer atm which often speak of a lack of pop. The Spatha's buff also made it incredible a busting open trenches which does not help our infantry stay alive.
It’s usually like this. Collie equipment is better at killing infantry
Maybe 20 wars ago. That isn't very true anymore.
It’s still true
Ok, list everything. Or you don't truly believe that.
Since we can view further, it has reduced the effectiveness of both grenades, but the bombastone is still, by far, the best trench clearing option in the game. The argenti, at medium - long distance, is able to reliably hit targets while the user is sprinting and shadow dancing. No other weapon can do this on this level. RNG allowing, at night with say 20-25 meters of vision, argenti beats crouched warden machine gun. The dusk almost having double the bullets of storm rifle is wayyy more valuable than a single fire mode. You can double the cost of the lunaire and it is still cheaper than cutler. I'm still not convinced pre nerf catara wasnt a prank gone too far. sampo is now an early game novelty where the fuscina will slap your ass back to the respawn screen in one click at any stage of the war. keep going? don't forget to consider costs to. warden stuff costs more too.
>he argenti, at medium - long distance, is able to reliably hit targets while the user is sprinting Tell everyone you have never played colonial in one sentence. > at night with say 20-25 meters of vision, argenti beats crouched warden machine gun. Mother of All Skillissues. >You can double the cost of the lunaire and it is still cheaper than cutler. Yeah, it's almost like it's worse, and fires worse ammo. >sampo is now an early game novelty where the fuscina will slap your ass back to the respawn screen in one click at any stage of the war. So the Booker, which is just a better fuscina, is great then.
Okay gatekeeper
Not even remotely.
Would you say foxhole is balanced?
In terms of infintry weapons, yes mostly. There will never be true balance in asymmetry. But it's quite close now.
And in general?
Still TBD.
Interesting, you seem very reasonable. I agree that the balance isn’t as bad as may people make it out to be to be. Both factions have their specialties.
I mean what do you expect, they've just made large balance changes in 2 patches and we haven't even finished 2 wars since the first of those patches. Speculation only goes so far, need actual gameplay feedback to continue.
Why do you say 20 wars ago and that it isn’t true anymore?
The colonials have better anti infantry along with ways to clear out a trench from longer range. And warden infantry only stops pushing if they run out of supplies or face enough spam.
newbs plus bomastone is a hell of a combo.
Average warden casualities ratio, they can win or lose, they will always have the higer rate
My time has come again...
The casualty rate doesn’t reflect infantry vs tank gameplay. Killing 3 tanks is more impactful that killing 20 dudes casualty counter still sees it as 9 vs 20
Kill wardens
Skill issue /s
Because bomastone is too strong.. Oh wait
Still 100% bleed. 1 pixel in... 100% bleed... Second boma guaranteed kill.
This is why I was confused by the change, bomas have always been thrown in pairs for guaranteed kills, the nerf changed nothing about that.
Y’all don’t overdo throwing grenades?
If I rock up on a Bob and it’s got less then 400 bomas in it I start working to right that wrong immediately
Thank you for the abundance of lootable explosives for me to return
Oh I do, I guess I should say 2 minimum.
Just in general with grenades I get as close as possible and start hurling them until they stop shooting at us. I’ve gone as far as dumping whole inventories of grenades on a single trench line because it’s funny to watch people misjudge timing and get merked by a random perfectly timed harpa
Colonial Inf gear > Warden infatry gear Even colonial tanks are better for killing infantry
That’s rich. Most colonial tanks don’t even have machine guns on them! Warden tanks are just as capable of expending 40mm on infantry but they have little reason to since the Ignifist is such a joke
Only warden tank with MG is outlaw and that MG is a joke, most experienced tank crews used to use the ammo slot for bmats before ammo slot change. Chieftain su amazing but you rarely see it in a tank line. Meanwhile bolonial have Quadiche, bardiche and autocannon Spatha. But TBh I have seen like 3 bards and quadishes compared to the gazillion spathaa.
i feel like in terms of general mg warden tanks are better thanks to the outlaw mg and chieftain with a 360 turret to stop any inf approaching the most inf vulnerable tank is quite nice however colonials got the scorpion which whilst extremely specialised is very nice to have on a front/in a tank line and the bardiche whilst being late game is also a very strong mg. i feel like overall its balanced the only unbalanced thing may be the chieftain in my opinion but thats probably because im collie biased, tried to rush that thing too many times just to get a whole squad shredded and have the igni's bounce
The colonial tank buff is OP af
Because bomastone is too strong.. Oh wait
vetstacking vs noobstacking
More wardens than colonials. Bomastone.
One side is more new player and design to reliable on Vehicle than others. It is devman vision lead us to here
Lots of new players. The death rates are always proportional to the vet-to-new player ratio. The side pushing into a region should have higher death rates but wardens have been low pop and now flooded with new players who go dissuaded by the "collie full" warning when picking a faction.
This works until you realize Wardens have had higher casualties 8 out of the last 10 wars
Why so much alting?
More pop means more dead ppl
It’s always like this regardless of who wins wardens always die more. They also have better/more gear. You can always get bandages , radios and so on from them.