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lotsa examples:
warden's everything freezing
collies useless aries (fixed now i guess)
cutler base demo
widow's armour (basically everything tank the devs are out of touch)
collie flamethrower (it can start bigger/more fires)
the warden 35m atg
arty range 100m-warden 300mm-collie (forget all other stats range is king)
etc, etc
the list could fill a steam discussion page if we go through both sides grievances and add shared stuff, like logi pull times and liquid movement
the shared grievances would be most of the list
no bias imo, just complete ignorance. obvious if you do logi for awhile.
they got a idea of how they want the game played, when put in place its out of touch with the reality of gameplay.
for example;
export petrol? you'll spend 1/2 a hour on loading screens per freighter
old aries? reverse and shoot can take out most of its health. its a turkey shoot
the arty flips bias, but the collie version is worse. we use a crane and 2 flatbeds anyways
now there's the current hex gsup combined with manufacturing facilities and trains... put foot in mouth -> shoot foot
the last one is just silly
* Silverhand(update 37) then LTD then falchion (update 42) (7 months since silverhand)
* Ballista then push 250 then chieftain (update 45) (11 months since ballista, also made push 250 unique
* cutler then ISG then foebreaker making cutler unique until Tremola buff this update (16 months since foebreaker)
* Stygian Bolt then BTD then STD (6 months since 1.0)
* Mortar halft track then mortar light tank (? months)
Each to their own...
Also, people need to seriously learn to work together because oh my god squad weapons (tripod weapons go here) are so damn amazing, but no one typically works as a crew to keep those things going.
Well off to seeing Colies coming in the forums and complaining about warden bias now
Factions take turns dominating because the devs think their changes will balance the factions, but half the balance decisions they make are absurd, so it never works.
It's not as easy as tinker one thing and the issue is solved, there are many factors at play here.
However in my opinion wardens are extremely underperforming in comparison to colonials.
Reminds me of this.
Better tanks is pretty much the only thing which really matter in end war. Colonials have other boons but it's hard to capitalise on a number advantage (like for example Falchions) when you don't have enough people to man them in any consequent number.
In the end it make no sense to make a balance statement. I find the game pretty well balanced but there is many more factors you can't really control which also influence the result.
Wardens have no equivalent and that thing is busted.
Wardens having no nade launcher, but still being able to craft tremolas, is spaceman logic.