Kappatch - A minor rebalance mod
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Base flaks are not meant to be effective AA tool. They can shoot down plane, but its extremely low chance, its intended and balanced, because no faction should have free AA.
Planes don't have any armor. They have 1hp and each weapon capable of shooting them have a set % chance to do so.
Thats what I thought I remembered but I must have horrible luck because I have had alot of planes shot down by OKW base sector Flaks. Like I said must have been RNG. Wasnt sure if the changes he made messed with it.
Posts: 28
Poll time:
Should guards go back to singleplayer upgrade system of no special weapons when spawning, mutually exclusive PTRS and DP-28? Performance of both upgrades would be improved in exchange.
Should penals be allowed to use flamer on the move now that their speciality of their flamer not being able to blow up is no longer that valuable?
Should 221/222 have 40hp more but cost slightly more, to stop two atnades/one soviet mine from destroying it outright?
Easy Eight currently completely lacks the scatter penalty while moving other tanks have. But should they get something in return for this oversight being fixed and if yes what?
Should volks get less received accuracy from veterancy in exchange for some damage output veterancy?
Should fallschirms have 2x fg42 2xkar98k on spawn, and have to buy the remaining two for 45-60 muni? They could get hold fire and a slight reduction in mp cost in exchange.
Like others say think it would make PTRS very rare compared tp DP-28, but with the right tweaks it could work, also important not to make the initial rifles too good, dont want them to fully replace conscripts.
Yes!
Sounds like a good change.
Should be fixed of course to same level as other shermans, not sure what they would get in return, maybe dont need anything.
Absolutely, but no damagebuff on Shreks.
I like the FG42 as the iconic weapon for fallshirmsjager it was in real life, too much overlap with other units giving them kars. Why not make them only spawnable in visible buildings?
,
Posts: 28
Posts: 4928
You can do whatever that isn't making completely new commanders. You can replace every single ability in a commander, you can make commander abilities non-doctrinal, etc. There's an UI limitation in that none of the changes you make will show up until you are ingame and have chosen a commander, every commander ability list etc until then is hardcoded for now.That's interesting to hear, should be a good amount of flexibility to work with then.
USF crit repair is stupid but not gonna touch it for now. There is no abandon risk on the emergency repairs any more than there is on soviet repair, ie it's the exact same 5% as normal. The code for the ability is messy but I'm pretty sure the heal amount on it is not correct right now.My mistake then, I thought only the Emergency Repairs caused abandonment, based on the description. I don't remember the Soviet Crew Repair description mentioning abandonment.
They increase both damage and penetration, they'd be OP as hell as a passive.I didn't know they increased damage.
Pretty much, which is why I want to give him more stuff as I like to think of him as one of the key points of the commander.What about making his barrage free, or making his vehicle a Command Tank (no stacking of course)?
I don't think there's anything particularly wrong with PIV Js apart from them having no place in OKW's lineup due to the super easy access to Panther + KT they already have. Which is a really hard thing to fix...Yeah they're not really 'wrong', they're just used wrong. They're the second worst medium tank in the game, yet they come out when you should be getting Panthers, or your opponent should be getting Easy Eights and T-34/85's. For the same CP cost and just 30 more fuel, they get a tank with more penetration, better accuracy, and 160 more health (that's nothing to scoff at). The problem is the dual call-in and CP requirements which severely limit their use, especially on a relatively flimsy unit, and it's exacerbated by the Mediums vs Heavy balance and the fact that if you lose a Panzer IV, you cannot get it back until you can buy 2 more.
What about reducing their CP to 6 or 7 and increasing the Veterancy to guaranteed 1-2? Maybe follow the same concept with Osttruppen and having a random chance to spawn with schürzen (similar to how they may have an LMG)? This doesn't fix the entire problem, especially with regards to losses, but I suppose it helps.
I like the FG42 as the iconic weapon for fallshirmsjager it was in real life, too much overlap with other units giving them kars. Why not make them only spawnable in visible buildings?The FG-42 was actually a pretty rare weapon in real life. Most Fallschirmjagers were armed with Kar 98's, MP 40's, and Machine Guns. A squad of Fallschirmjagers all using FG 42's is a complete work of fiction.
Posts: 1970 | Subs: 5
Also if you're feeling particularly edgy you could make it require elite vehicle crews from armor company.
Posts: 17914 | Subs: 8
Cruzz, for USF repair critical I suggest making the time to six seconds instead of one or two or whatever it is now. Also it should cost more like 25 munitions I think.
Also if you're feeling particularly edgy you could make it require elite vehicle crews from armor company.
Given that USF main and pretty much only strength is mobility when it comes to vehicles, these changes seem to me equal to removing everything heavier then Puma from OKW for example.
Mobility and being able to quickly recover is all USF armor got for themselves as most durable thing, E8 is still less durably then vet2 P4.
Posts: 1970 | Subs: 5
Posts: 17914 | Subs: 8
Maybe, but I would rather have them buffed in some other way in exchange than keep repair critical as it is now, because it's pretty ridiculous.
I don't really see where or how could they be buffed.
The only unit I see that could be buffed is greyhound, which could(should) get smoke as M20.
Tanks? You can't really make shermans stronger and there is nothing really that could be done to make jacksons/wolverines/scotts stronger without breaking them. Well, maybe except wolverine.
Posts: 324 | Subs: 2
Suggestion to nerf RNG god from tanks:
Make all tanks have better accuracy vs inf (scatter i guess?) so it's easier to hit enemy infantry and at the same time reduce splash so when tank hit inf squad they might kill 1 guy, maybe 2 if they are grouped but never a full squad. At current stage of game (not Kappatch) med tanks like P4 or T34 sometimes can wipe the squad with first shot which is ridiculous to me. This change should apply mostly to medium tanks and heavy tanks (and some to tank destroyers), not for example to T-70 and Luchs which are currently good at killing infantry
I'll second that. The tighter squad positioning makes every explosive AOE weapon drastically more deadly.
For instance it looks like it is better to position a maxim not behind heavy cover in fear of one-shotting (rifle-) grenades, which feels backwards and rather extreme. So i wouldn't limit a change to the AOE only to tanks.
Posts: 1970 | Subs: 5
I don't really see where or how could they be buffed.
The only unit I see that could be buffed is greyhound, which could(should) get smoke as M20.
Tanks? You can't really make shermans stronger and there is nothing really that could be done to make jacksons/wolverines/scotts stronger without breaking them. Well, maybe except wolverine.
I think it's a mistake to leave overpowered abilities in place because of underpowered units using them. I believe canister shot should be nerfed but M8 main gun damage increased, for examaple. Here are some other examples that I don't think are game-breaking at all.
Greyhound needs more utility through smoke, mines, or a top gunner.
Stuart and M8A1 could use a little more health so that they can take 3 shots from standard AT weapons and 2 shots from the pak 43 and jagdtiger. Stuart needs a cost reduction to make any sense to purchase at all over the M8A1.
More armor on shermans would be nice since currently it makes almost zero difference if you charge in reverse. Almost everything will penetrate a sherman's frontal armor except max range puma and p4 shots.
M10s need more health and accuracy.
Jacksons need better acceleration and a buff to AP rounds so they are more reliable.
M8A1 needs a larger AOE, less scatter, more responsive barrage, slower rate of fire, and more aoe fall-off so that it does consistent damage to squads rather than miss miss miss miss squad wipe.
I would advocate for all of these changes regardless of changes to repair critical. I think all of these changes are necessary to make these units balanced, and likewise I think the changes to repair critical are necessary to make that ability balanced.
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Posts: 140
Tanks? You can't really make shermans stronger and there is nothing really that could be done to make jacksons/wolverines/scotts stronger without breaking them. Well, maybe except wolverine.
Jacksons could definitely be made stronger without breaking them. It's ridiculous how often they fail to penetrate, especially considering that their sole reason for existing it AT. They have NO AI, they can not be given a MG like other AT units like the panther, and they are basically made of paper.
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They do 40 damage for 25 munitions? It costs 50 munitions to lay 2 of them for a total of 80 damage, but for that price M20 AT Mines will do 400 damage.
For 30 munitions you can lay a trap that will kill a Kubelwagen or Scout Car in one hit. You need 125 munitions worth of Light AT Mines to achieve the same result.
Posts: 140
Posts: 503
I think USF Light AT Mines need looked at again, I don't feel they're in-line with other AT Mines for their price.
They do 40 damage for 25 munitions? It costs 50 munitions to lay 2 of them for a total of 80 damage, but for that price M20 AT Mines will do 400 damage.
For 30 munitions you can lay a trap that will kill a Kubelwagen or Scout Car in one hit. You need 125 munitions worth of Light AT Mines to achieve the same result.
Edit: didnt read/test the changes to the way they work properly before. changed my mind
Posts: 550 | Subs: 1
I think it's a mistake to leave overpowered abilities in place because of underpowered units using them. I believe canister shot should be nerfed but M8 main gun damage increased, for examaple. Here are some other examples that I don't think are game-breaking at all.
Greyhound needs more utility through smoke, mines, or a top gunner.
Cruzz, already changed the m8 canister .
I think the price for the unit is now a tad too high for how it performs overall, especially with the +10 fuel. The main gun was improved to be more along the lines of the stuart. Overall the unit isn't just there for the canister now but it is now a bit weak.
A smoke or mine ability or a top gunner might help but it needs to be tested more.
Unrelated to the post:
I'd like it if more people actually joined the steam group and played the patch. So far I've seen only Bryan, Casp and me in the group chat.
http://steamcommunity.com/groups/Kappatch
Posts: 151
Maybe, but I would rather have them buffed in some other way in exchange than keep repair critical as it is now, because it's pretty ridiculous.
Oh man.. I hate that ability with a passion.. I hate playing you using that ability with a passion..
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