Kappatch - A minor rebalance mod
Posts: 1221 | Subs: 41
Feedback on small changes you'd like to see are welcome, and feedback on how badly changes already made actually work even more welcome.
http://steamcommunity.com/sharedfiles/filedetails/?id=334199644
30.10.2014.1 changelog:
Infantry antitank snare weapons only deal engine damage, engine destroyed chance removed (can still potentially happen at really low health, but this applies to all penetrating attacks)
Demolition charge AOE reduced slightly, to make the game less about constantly wiping squads with demos.
Recon paratroopers can now leave vehicles
USF light AT mine now deals 40 damage with guaranteed engine damage, 0% heavy engine crit chance, 25 munitions
Rear Echelons can build light AT mine
.50 cal now has highest penetration of all HMGs (2-4, up from 1-3), long range suppression improved
Pack Howitzer now reinforces at normal cost, and can no longer be hit by every single ballistic attack towards it
Major Artillery has one extra round, and comes down slightly faster
Recon Pathfinders have 1 Airborne Pathfinder sniper rifle
Bazooka damage up to 100 from 80
P47 target search area from 60 to 50, first wave starts 2 seconds later
240mm artillery scatter area from 30 to 24, to make it slightly more predictable for both sides
Vet rifle callin 1 lowest and 2 highest possible exp rewards removed
Penal movement accuracy increased from 0.5 to 0.8, matching G43s. Accuracy far from 0.25 to 0.3 for a minor dps boost
DSHK aoe suppression modifier from 0.4 to 0.8 to make it better against blobbing
Sprint removed from Soviet Snipers, Flare at vet1 & munition cost of flare reduced & range of flare slightly increased
SU-76 AOE radius from 0.5 to 1.5, main gun now does fairly well at sniping infantry
SU-85 cost slightly reduced to 320/115, frontal armor back to 170
B-4 vet3 changed from +50% damage to -20% scatter -50% cost on direct fire
T34 reload sped up by 0.4s
Soviet Industry manpower penalty reduced by ~17MP/s
KV2 at 11cp (from 12cps) cost to 530/200 (from 630/230)
ISU now has 1.5s setup before being able to fire
KV2, KV8, IS2, ISU152, T34/85 now require T3 or T4
After you have a T3/T4 building, the next one will only cost 120mp/60f to encourage multiple tiers
JagdPIV from 470MP to 380MP
LEIG aoe damage improved on near hits
LEIG Hollow barrage damage upped to 100 to make it slightly better at anti-vehicle
Raketen aim time reduced to make it more responsive, reload time increased to compensate
Raketen suppression recovery fixed
Obersoldaten now come with two LMG34s, with reduced damage (overall squad damage output is roughly the same)
Obersoldaten suppression moved to vet5, slightly reduced values to account for second LMG34, removed received accuracy bonus at this tier
Puma smoke requires vet1
Stuka zu fuss damage from 200 to 160
JagdTiger no longer fires through objects with autofire, supporting fire still pierces
Supply truck armor from 5/4.5 to 3/1.5. Happy crushing.
FlameHT upgrade from 120 to 90 munitions
222/251 MG penetration increased (1/1/1 --> 1.6/1.4/1.2)
Smine build time increased slightly
Ostwind minimum range removed (3-->0)
LEFH damage from 160 to 200, cooldown from 90s to 75s
Pwerfer scatter reduced somewhat
Counter-barrage now reduces scatter somewhat, and increases range slightly compared to autofire
Stug E scatter slightly increased, reload slightly slowed (3.5 --> 3.7s)
Removed highest exp reward for puma ostruppen callin, made vet1 and vet2 more probable
Tiger/Elefant now require T3 building or BP4. Puma and Command Tank require BP3
Rebalanced BP and building costs, BPs are slightly cheaper and buildings slightly more expensive. Teching manpower cost reduced overall
Pak43 range improved by 5 (80 --> 85), vet3 gives an additional +5 range.
Up next for changing (how?):
Irregulars, partisans, IRHT
OKW warpspeed blitz
Known issues:
All call-ins that now require tech will complain "popcap reached" before you fulfill requirements. Do not know how to fix for now.
Probably forgot to change veterancy texts to apply properly to changes
Changelog for 30.10.2014.2
Set non moving setup value so that ISU displays the setup bar. Based on some really really light testing the current setup isn't really enough to make the unit not bullpudding, next time I'm changing stuff I'll try some higher values but I'm open to suggestions on what else to do about it.
Lowered Jagdtiger price to 720/230 (temporary value for now) to reflect the loss of piercing, though tied it to having built the flakhq in the game because it wouldn't be fair for OKW to get away from the changes scott free.
Changelog for 31.10.2014.1
Vehicle crew thompsons from 45 to 25 seconds build, cost from 90 to 45 munitions
Mines and demolition charges changed to 15 armor from 35 armor. Should be a lot easier to destroy with small arms. Demolition charge physical size increased and manual targeting of them allowed. Hitpoints remain at 20 for mines and 40 for demos. For clearer damage output against mines hitpoints should be increased and armor reduced even further but that would nerf all ballistic and explosive weapons against them, so leaving like this for now.
Reduced SU-76 aoe damage modifiers slightly, increased angle scatter from 5 to 6
ISU152 setup increased by 0.5 seconds
OKW Smine build time also increased from 10s to 15s to match Ostheer smine change.
Posts: 2487 | Subs: 21
Posts: 1617
Nice to see that the call-ins are fixed
Posts: 786
Posts: 1664
Really saddening that it takes a common player one afternoon to do more than Relic has been able to do in 18 months
+1
absolutely pitiful
What about Penals? could you allow them to fire their flamethrower on the move or maybe get Oorah at vet 0 or 1?
Posts: 590 | Subs: 10
Posts: 240
Posts: 1221 | Subs: 41
What about Penals? could you allow them to fire their flamethrower on the move or maybe get Oorah at vet 0 or 1?
Actually had a change to them and the dshk that I just forgot to copy from my far messier actual stat change notes while trying to make the changelog readable
Penal movement accuracy increased from 0.5 to 0.8, matching G43s. Accuracy far from 0.25 to 0.3 for a minor dps boost
DSHK aoe suppression modifier from 0.4 to 0.8 to make it better against blobbing
Updated first post with them
Posts: 369
Posts: 732
Posts: 8154 | Subs: 2
Posts: 1225
Oh, and the B4 needs to be toned down more.
Posts: 324 | Subs: 2
It's like every valid complaint from the community is addressed in one fell swoop. A right proper mod mate!
Now the only thing left to do is coerce everyone to play this mod as default
Posts: 2053
YES
Posts: 158
JagdPIV from 470MP to 380MP
400 to 380 i guess ?
Just from looking at it this looks pretty nice.
Posts: 9
One man, one day, and more sensible changes than Relic has delivered in 18 months. Looking forward to this becoming a popular mod. I mean, how god damn hard was it for call-in heavies to require teching?
Thanks
Posts: 431
Relic pls make this mod to the live version
Posts: 151
That one is for you VonIvan lol.
Posts: 101
Posts: 1963 | Subs: 1
@Low0dds Is that VonIvan?
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