Kappatch - A minor rebalance mod
Posts: 52
Posts: 934
I could even see scenarios where an HMG is suppressing the Captain + 2 rifle squads, and the moment the HMG has to reload just use 'On Me!' and you win the engagement. Seems to easy and dull, like CoH1 ability blob style. It is for this reasoning that I dislike it, since it completely ignores the importance of placing your Captain in an aggresive yet safe position.
I think Relic's implementation of the 'On Me!' ability has a lot more tactical depth since you have to position the Captain in the correct position for it all to work. Relic just have not implemented the ideal ability since the range is huge an makes a mess of your whole frontline, rather than helping 1-2 squads in the same engagement. I agree it is a annoying pain to give +5 stop orders, but removing tactical awareness to make things mechanically easier? No thanks.
On the topic of pin point rallying with the ability it has never bothered me to be honest. If the USF player loses his whole blob because of it then thats the USF players fault in analyzing the risk vs. reward associated with using 'On Me!'.
Posts: 2561
so, when can we expect this mod to be alive?It's working right now. I just finished a match through the custom game lobby.
Posts: 179
This is one change I'll have to test to see how it performs. If it makes it to easy to blob with frontal assaults and completely break suppresion lines for 30 munitions then I will not agree with it. The initial ground gained plus the second ground gain from the suppression counter reset may be enough to overwhelm the HMG anyway. I'll have to test it though.
I could even see scenarios where an HMG is suppressing the Captain + 2 rifle squads, and the moment the HMG has to reload just use 'On Me!' and you win the engagement. Seems to easy and dull, like CoH1 ability blob style. It is for this reasoning that I dislike it, since it completely ignores the importance of placing your Captain in an aggresive yet safe position.
I think Relic's implementation of the 'On Me!' ability has a lot more tactical depth since you have to position the Captain in the correct position for it all to work. Relic just have not implemented the ideal ability since the range is huge an makes a mess of your whole frontline, rather than helping 1-2 squads in the same engagement. I agree it is a annoying pain to give +5 stop orders, but removing tactical awareness to make things mechanically easier? No thanks.
On the topic of pin point rallying with the ability it has never bothered me to be honest. If the USF player loses his whole blob because of it then thats the USF players fault in analyzing the risk vs. reward associated with using 'On Me!'.
Well, you know what I love about cruzz patching our game? He doesnt need a month to do a simple change. If this captains ability shall prove problematic, cruzz as far as I know him shall change it in a day. AS far as i see some of this changes are in alpha stage of testing.
Posts: 52
It's working right now. I just finished a match through the custom game lobby.
huh..should I install something.. only "No Mod" is shawn at "Tuning pack".
Posts: 2561
Just subscribe to it and it should automatically be downloaded.
huh..should I install something.. only "No Mod" is shawn at "Tuning pack".
Posts: 1221 | Subs: 41
In that case, why not reduce the price of all call-in tanks that now require tech?
I potentially will for any unit I think only had value because of being able to bank MP and fuel for spamming it. EZ8 is not honestly not that strong, and heavily overlaps with the base sherman.
I think Relic's implementation of the 'On Me!' ability has a lot more tactical depth since you have to position the Captain in the correct position for it all to work. Relic just have not implemented the ideal ability since the range is huge an makes a mess of your whole frontline, rather than helping 1-2 squads in the same engagement. I agree it is a annoying pain to give +5 stop orders, but removing tactical awareness to make things mechanically easier? No thanks.
I do not consider spamming clicks to be tactical depth. Relic obviously did not want it to move team weapons either, because they specifically tried to limit it to not affect them with targeting in the ability file, but unfortunately for them the SCAR script they use for the forced move obviously does not take targeting into account. And we can't touch those SCAR scripts for now. So removing it is the only way to make it not drag all team weapons in range with it.
Now keeping that in mind, what would you make this ability do without changing it to something completely different from what it was before?
Posts: 934
I would of just reduced the range of the ability heavily and leaved the rest as it were. I don't know if your able to change that though easily. Either way though each change would require a decent amount of testing I think to make a final call.
Posts: 1021 | Subs: 1
Poll time:
What to do with vehicle death crits?
i think that the tank RNG is the one with the highest impact on the game, so reducing that would greatly increase the esportspotential
in my opinion, there should be no abandoned, its a bad mechanic (and even unrealistic)
death crits should not be random, so they should appear everytime in a certain circumstance or never
i dont know wether this is possible, but my approach would be, that if a shot would leave a tank within 5% to minus 5% of its health, it does a critical instead, depending on the direction:
front: main gun destroyed
sides: tank tracks destroyed
rear: engine destroyed
this may not be as exciting as vanilla, but it would also reward players with skill, who want a certain critical on the enemy tank and the enemy could be reacting
Posts: 14
Really saddening that it takes a common player one afternoon to do more than Relic has been able to do in 18 months
Yea, but he wasn't busy working on overpriced DLC
Posts: 1740
Yea, but he wasn't busy working on overpriced DLC
Sorry to be harsh but I'm sure that Cruzz's main job is not working on this patch. So he is not depending on the player's money.
Not the right thread to complain about that IMO.
Posts: 14
Sorry to be harsh but I'm sure that Cruzz's main job is not working on this patch. So he is not depending on the player's money.
Not the right thread to complain about that IMO.
I wasn't complaining. It was a joke towards Relic...
Posts: 1740
I wasn't complaining. It was a joke towards Relic...
Yes I know in this case I just wanted to "protect" the people from Relic.
Players keep complaining about the single player DLC costing money but it doesn't seem like they keep in mind that Relic is also a company that has to earn money. And in addition it's a singleplayer only campaign so nobody who doesn't want to has to buy it.
And if it grants over 15 hours of gameplay I think 40€ are quite okay.
Posts: 60
i think that the tank RNG is the one with the highest impact on the game, so reducing that would greatly increase the esportspotential
in my opinion, there should be no abandoned, its a bad mechanic (and even unrealistic)
death crits should not be random, so they should appear everytime in a certain circumstance or never
i dont know wether this is possible, but my approach would be, that if a shot would leave a tank within 5% to minus 5% of its health, it does a critical instead, depending on the direction:
front: main gun destroyed
sides: tank tracks destroyed
rear: engine destroyed
this may not be as exciting as vanilla, but it would also reward players with skill, who want a certain critical on the enemy tank and the enemy could be reacting
Something like this!
Results need to be consistent. To a certain extend the behaviour should be guessable.
I like the idea of a certain damage range.
However I too do like abondons. But together with a track or engine critical that is.
Posts: 538
This mod should be a cool spot for Relic too look up potential balance changes. Now and may be in the future also.
Posts: 2693 | Subs: 1
Abandon-vehicle crit is a fun mechanic that gives both players something to fight over, but it should only happen on tanks that have at least light engine damage so you can't steal it and speed away full speed for safe repairs back at base.
Posts: 1042
Yes I know in this case I just wanted to "protect" the people from Relic.
Players keep complaining about the single player DLC costing money but it doesn't seem like they keep in mind that Relic is also a company that has to earn money.
Relic would probably have earned a lot more money from me if the game were balanced better, every time I think about buying some DLC commander I think of all the problems I have with the balance and forget all about it...
Posts: 1221 | Subs: 41
T34/76 ram now always stuns target (previously only on deflection). Minimum range of ram from 17 to 14.
Paratrooper reinforce cost from 28MP to 30MP (to slightly penalize massing up blobs of paras)
Recon paradrop no longer drops in an atgun. Cost from 900MP to 760MP. Note: it will still drop an empty box because removing it seemed to require redoing the entire ability script.
Recon paratroopers now gain access to Thompson Assault Move, Recon paratroopers now have 4 SMGs (but no more free slots), 2 LMGs, or 2 zookas, with 33% chance for each (previously 50% for zookas and 25% for smg/lmg)
USF Mortar HT: Delayed fuse barrage range from 56 to 80. AOE mid damage changed from 0.15 to 0.35 on autoattack/barrage/delayed fuse barrage (matches ostheer mortar halftrack). Scatter values reduced slightly for all firing modes except White Phosphor
LEIG cost reduced by 40MP
Pack Howitzer cost reduced by 40MP
Stuart from 320HP to 400HP. This makes it a bit more of a midpoint between lieutenant and major vehicles rather than just a different light vehicle. Stuart cost from 240MP to 280MP
StuG G target size from 20 to 17 to match jagdpiv. StuG G penetration increased from 110-130 to 130-150 (to make it a bit more AT-support again in the post-PaK nerf world)
Changed EZ8 requirements to accept either Major or Lieutenant+Captain (USF has too few options as it is)
Fixed ML-20 howitzer hardpoints, vet2 -15% scatter bonus now properly applied (also made it visible on the targeting cone), -25% recharge time for barrage no longer stops working at vet3, howitzer can gain damage buff from soviet forward HQ/for mother russia, -5% recharge & -3% scatter bulletins will no longer stop working at vet3.
The same issue applies to the LEFH, will change that in the next update.
Posts: 194
I fear that Relic won't adapt the changes because they fear that their pride gets hurt when they openly accept that a community member did a better job in balancing than their team for months.
It's not better. It's simply against their design guidelines. That's why they won't put changes like that in.
Posts: 17914 | Subs: 8
It was extremely easy to conceal this gun and it was used as ambush weapon in AT gun pockets.
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