With the dust just settling from Operation Charlie Fox and the Star Crossed Cup, a new balance patch looms on the horizon. The "Balance Preview Mod" was made available in the workshop, continuing the trend of showing balance changes in advance, to test for everyone.
New Commanders
? From Friday, October 30th at 10:00 AM PDT / 6:00 PM CET till Sunday, November 1st at 11:59 PM PDT / 8 AM CET November 2nd |
Artwork by slepo1 -*- click for fullsize
US Forces – Heavy Cavalry Company
- Riflemen Field Defenses
- Off Map Smoke Barrage
- Rangers
- Combined Arms
- M26 Pershing Heavy Tank
!Ok, this raised a few eyebrows. There's been speculation that Rangers would make their way from AA into MP at some point and people have been asking for the M26 since forever. We didn't really expect that we would get both together. Don't except to see any other commander played by the US for at least a fortnight |
!A commander that will be on par if not better with the current rifle company, we will start seeing a lot more mines being placed around since they are placed on a commander that is better overall, while the rangers and pershing being the obvious spotlight of this commander, I think we will see rangers use a lot against ostheer's grenadier spam and OKW in general since they seem very solid units with just the weakness that their reinforcement cost makes them vulnerable to snipers. The pershing is a nice addition to team games while in 1v1 scenarious it might be hard to see it that often since USF has to manage manpower used for aggression much more than the other factions. |
!The lack of an Offmap arty ability leaves you vulnerable to the LeFH and Pak43. The Pershing with only 800 HP is not really a meat shield. |
Oberkommando West – Feuersturm Doctrine
- Thorough Salvage
- Flammenwerfer 35
- Recoup Losses
- Flammpanzer 38 ‘Hetzer’
- Rocket Barrage
!"Glory to the first man to die! Charge!" I'm curious about "recoup losses" in combination with basic OKW tools, and if it will allow some sort of "full blown Imperial Guard / Zerg" gameplay: Outswarm the enemy with rather cheap infantry, the Flammenwerfer will certainly help further, and bring in a supporting cat (/tank). And in case your enemy tries the same, or builds a defensive line, use the Flammpanzer Hetzer, or the offmap rocket barrage, to soften him up. If it's a legit strategy in a competitive matter has to be seen, probably not, but it looks fun to play nevertheless. |
!A very interesting commander but one very deep flaw pops up in my mind immediately, and that is no call in infantry. OKW needs a supplement to severely under performing VG's to keep up with properly scaled allied infantry. It is one of the main reasons why commanders like Special operations and Elite armored haven't really been considered "standard" in high level 1v1 play. Recoup Losses on the other hand is quite interesting and may be pivotal with new builds that involve multiple sturmpioneers in tandem with their new flamethrowers, or if you can just spam more VG's. Very interested to see how this will pan out. The Hetzer remains to me the most important ability in the doctrine. Will it just carry your mid-late game to where call in infantry aren't really needed? Or will it fall flat? We will find out soon enough. And the Stuka barrage call in seems like the perfect answer to OKW's lack of direct counters to static emplacements like the ML-20 or B4. Great inclusion in this regard. Happy hunting! |
! It's an interesting commander, the fact that sturmpioneers will have access to flamethrowers can mean we can start seeing some deviation in the current OKW openings. Overall it seems a solid commander with good early to mid game abilities which can either end up being even better depending on how much manpower you get back from the "Recoup Losses" ability. |
!On one level it makes sense to release another commander for OKW if the US gets one. On another this is a grab bag of abilities that no one was really expecting. So while it's certainly different to the existing commanders it will be interesting to see how well this fits into the meta. |
!The flamethrower upgrade could actually allow you to use several Sturmpios in a game. It helps them to vet easier and stay a relevant anti infantry force till late game, similar to Riflemen with Flamers & BAR's |
! I believe the new OKW Commander will allow players to focus around the Med Truck as they can still get a JP for anti-tank and call in the flamer hetzer to deal with the infantry. As a result OKW do not have to waste fuel into teching the other trucks. Furthermore having flamethrowers on sturmpios will be quite advantageous in the long run as players will save munitions for shrecks or mines as they do not have to keep using a 30 muni flame nade to display enemy forces out of cover. |
Our Highlights
Indirect fire: LEIG & Pak Howi
"Those who are tired of being backed into a corner and pummeled by constant LIEG and Pak Howitzer barrage will be wiping tears of blissful redemption from their cheeks, as the nerfs have greatly decreased the effectiveness of both. "
LEIG
Pak Howitzer
- Suppression Amount reduced from 0.3 to 0.22
- Damage profile reduced from 0.25/0.5/1/ to 0.2/0.4/1
- Projectile lowest angel increased from 10 to 35
- Vet 1 Range bonus reduced from 15% to 5%
- No Longer can auto face
Pak Howitzer
- Radius reduced from 6 to 5
- Suppression reduced from 0.3 to 0.215
- Auto Attack Reload increased from 5.2 to 7
- Projectile lowest angel increased from 10 to 35
- Pak Howitzer population reduced from 5 to 3
- No Longer can auto face
!There's the obvious nerfs to suppression and damage, and the removal of auto face makes these actually require micro and thought. Further the the change to projectile angle means that shells will take longer to arrive and moving targets will be harder to hit so they can't just be used as a combination mortar/machine gun anymore to stop infantry attacks all by themselves |
!Decreasing the overall combat strength certainly had to be done, adding a nerf via artifical micro tax not so much. Not the best way, IMHO. |
!Some nerfs coming down on these units which are deserved but while this impacts OKW by some margin ( a lot of players were using lots of LEIGs) it will impact mostly the USF's indirect fire arsenal. We will probably see less use of both of these especially in USF (380 mp for the pak howitzer might not be so tempting now). |
Changes to flamers
Flamethrowers Update
- Garrison cover bonus damage reduced from 1.5 to 1.25
Vehicle Flamethrowers
- Churchill Crocodile Flamethrower damage reduced from 12 to 10
- KV-8 damage reduced from 16 to 10
- Universal Carrier Wasp damage increased from 6 to 10
Flame Damage Over time
"We are increasing the time per tick for damage over time. This will include all incendiary abilities, Molotov’s, and flamer dots that vehicles leave behind. The tick in game time should translate to about 1 second real time which should help player gauge the amount of damage they will take if they choose to stand in the fire."
- Damage frequency reduced from 0.5 to 1.25
- Dot radius increased from 3 to 5
!Overall the flamers on tanks like the KV8 were nerfed so it will weaken the usual Soviet play style of waiting for KV8s and then rolling the field while the universal carrier Wasp might seem more tempting now with a buff to its damage. |
!Afaik you need now 6 bursts instead of 4 to wipe a squad in a building. The WASP buff will make it again a strong early game unit and make the BREN upgrade on the carrier redundant, simply because the flame upgrade is much better. Crocodile will be still a dangerous unit for axis players as it has still a lot of HP (1400) and 240 armour. Unsure how this will affect the KV8. I saw players going KV8 spam with AT Gun wall. This strat will be dead with these changes. Regarding damage frequency, that's the changes that will affect the flame weapons most. Flame dots were too good - incendiary nades were always wiping maxims, Molos/ Incendiary nades easily wiping not microed squads in no time and KV8 & Crocs wiping units always on retreat. Before you had damage comming in this intervall: 0.5 sec 1 sec 1.5 sec 2 sec 2.5 sec. etc.. Now its like this: 1.25 sec 2.5 sec 3.75 sec 5 sec So instead of 5 dot ticks you will have 2 dot ticks after 2.5 seconds. That's a severe damage nerf - 60 %. Radius really doesn't matter that much once you micro your units out of the flames. |
Further Balance Changes
All Flak Weapons
Centaur
Air Superiority
Heavy Artillery Shells
"We want to reduce the effectiveness of artillery shells against production buildings."
Infantry Sections
Sten MK Vi Silence SMG
Churchills
- Damage all in hold flag set from true to false
!Primary changes the usability of the Centaur, as it usually quickly wiped Garrisons. Additionally the Ostwind and flaktrack are influenced by this, but since they have a lower rate of fire their performance against garrisons was not as severe as the Centaur one. Putting Squads with AT weapons into buildings actually counters now Centaurs, Flaktracks etc. instead of wiping the squad garrisoning the building. |
Centaur
- Damage reduced from 20 to 14
!The centaur nerf was very needed since it was overperforming, we will still see the centaur as a good anti infantry unit used a lot but now it's not a must build unit for every scenario. |
!Not as lethal as before, but still a very good Anti Infantry unit. Still outperforms the Ostwind. However it takes now longer to wipe AT units, so you can't rush blindly into the FOW hoping to wipe all the AT units. |
Air Superiority
- AOE Radius of bombs reduced from 10 to 5
!It will still destroy units that are near the middle of the target circle, however it won't wipe your complete army or several OKW trucks. Its still possible to destroy a single okw truck with a good placed Air superiority strike. |
Heavy Artillery Shells
"We want to reduce the effectiveness of artillery shells against production buildings."
- Now do 25% less damage against base structures
!This change mainly affects OKW. It helps OKW players to keep their trucks on the field as shelling OKW trucks with arty is a common tactic. With these changes you will need more howitzer shells do destroy trucks and the Concentrated Barrage from the Special Weapons Regiment (brits) won't one shot OKW trucks any longer. |
Infantry Sections
- Reinforcement cost reduced by 10% (28 per model)
!This is a very good change for making IS viable in varied builds. The decreased bleed will make global upgrades like grenades and squad sizes more attractive due to 3 or more infantry sections no longer ruining manpower income. Expect more British players to realize this and extend their mid game, instead of rushing for Tier 3 Tanks. |
!The infantry section buff on the reinforcement cost will mean that overall the snipers will have less impact on the british forces |
!They reinforce now as expensive as Riflemen & Paratroopers and cost less to reinforce than grenadiers (30mp). This change buffs the overall BRit game by a huge margin. It helps you to get easier into the game in the early stages and keeps your mp bleed low in late game, helping you to be able to afford all those shiny tanks the Brits have. I usually had the problem that I have a lot of fuel in late game, but not the manpower. Ostheer is now severely disadvantaged against Brit players, as Grens perform worse and scale worse than infantry sections, yet Grens cost more to reinforce. So every engagement you have as an Ostheer player will bleed you more than the Brit player. In my opinion it doesn't make sense to get a lot of grens as an Ostheer player anymore, getting several snipers or play heavy on team weapons might be more viable. |
Sten MK Vi Silence SMG
- Rate of fire reduced from 26 to 14
- Burst duration increased from 0.425 / 0.325 to 0.6 / 0.4
!Commandos are still deadly in close range. They just don't annihilate everything that they attack. Giving the fact you don't pay munitions for stens and units that are too lethal are rather frustrating than interesting (always keep units like the old Ace, old ISU & old Obers in mind) this is a good change, however it's of course a hefty damage nerf. |
Churchills
- Armor reduced from 280 to 240
- Default Churchill health reduced from 1600 to 1400
!I like the slightly decreased armor. I.E. a basic 200'ish pen unit goes from 71% to 83% penetration, meaning a bunch of designated AT units will lower the huge HP pool more quickly, and higher pen units, like i.e. the Panther, will nearly always penetrate. "Lighter" calibre, i.e. P4, will still struggle a lot to penetrate. The health reduction brings the default Churchill in line with the other two variants. |
!The churchill nerf was also needed since it was soaking too much damage for the cost of the unit |
!This is only a minor nerf. The churchill still has more HP than a KT (1280 vs 1400) and a really good acceleration. So keeping it alive against several AT sources will be no problem. Panther & Tiger shots won't bounce anymore and the JP4 will have a easier game but several P4s still have no chances against it. The P4 has with the new patch following chances for penetration : 50 % / 46 % / 41 % So nothing you have to worry as a Churchill user unless RNG hates you. For 150 fuel you still get a tank that has overall far better stats compared with other units that have a similar role. |
"Bug" Fixes and "Minor" Additions
"Spoiler" alert: Relic was really busy again
General
soviets Soviet
ostheer Wehrmacht
usf US Forces
okw Oberkommando West
brits British Forces
Map updates
Console commands
These settings should only be used by expert modders seeking to get very specific with LOD and shadows while taking screenshots:
Conclusion
Crave no further, the long desired Rangers and Pershing have arrived, but behold the also freshly supplemented OKW. More importantly Leigfest and Howi Palooza (might) finally come to an end, the reign of Centaur & Churchill is dwindling, and flamers have been tuned another time. A lot of desired changes and fixes have made it into the patch.
Will it live up to your own expectation? Let us know in the comment section below!