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Suggest your own "balance" changes that...

8 Jul 2015, 17:51 PM
#1
avatar of dpfarce

Posts: 308

1. Keep to "Unique Faction Design"
2. Don't intentionally screw over balance any worse than it currently is.

E.g.
Conscripts now can use Oorah for free if they are in a blob of 3 or more. :)

Conscripts gain +1000000000 HP >:(


Let's see if the community can reach any sort of consensus at all on how to balance the game.
8 Jul 2015, 17:55 PM
#2
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

How about we make this interesting? There is a big debate on another thread about whether balance should be dictated from the middle or from the top. How about we make 2 threads. 1 in which anyone can talk, and the other in which top 50 players (or some other arbitrary selector) can discuss.
8 Jul 2015, 18:05 PM
#3
avatar of Alexzandvar

Posts: 4951 | Subs: 1

OKW tanks cost 33% less fuel but 50% more MP.
8 Jul 2015, 19:02 PM
#4
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Weapon racks' weapons have a varying performance and cost based off the unit that pick it up from the rack. The performance factor also affects units which pick them up after being dropped.

Conscripts cost less to reinforce from having T3/4 tech and HQ upgrades.

Vehicle veterancy requirements reduced across the board for OKW.
8 Jul 2015, 20:03 PM
#5
avatar of Highfiveeeee

Posts: 1740

I try to provide many useful suggestions but I have to admit that I play Axis mostly and have not much time to write.
I try to suggest buffs and nerfs for each faction.
In short:

Ostheer:

Buffs:
- Maybe buffs grens a bit in green cover or give them the possibility to build sandbags.
- Tone the reinforcement costs of PzGrens a bit down.
- Give SdKfz 222 the ability to plant Riegels when unlocked by commander.
- Buff Panzerwerfer to somehow compete with Katy.
- Tone down Flame HT damage but make it available on T2 again.

Nerfs:
- Make defensive smoke not pop immediately but shooting like the M4 smoke.
- Lower MG42 damage to almost 0. It's meant to suppress not to kill.
- Sniper health down to 80. It's ridiculous that it survives a mortar hit on his head.
- Nerf Tiger Ace
- Nerf Stug E
- Enable Blitzkrieg only when out of combat.

OKW:

Buffs:
- Give Volksgrens a bit more fighting power while in green covered long range.
- Buff leIG a little Bit against buildings.
- Rethink that whole fuel penalty

Nerfs:
- Make Stuka zu Fuß Scatter just like every other artillery
- Flak HT smoke on Vet1
- Remove suppression from Kübelwagen and fuel cost. Make it like vCoH motorbike and use it to hunt weapon teams and snipers.
- Adjust the Flak HQ range to the indicator.

USF

Buffs:
- Give the USF a mortar to make them able to deal with MG42s.
- Make Bazookas a bit stronger
- Give them mines
- Make the Pak Howitzer useful and survilable with 2 men left.
- Even more encourage the usage of smoke nades.

Nerfs:
- Reduce the range of P47 or reduce their runs.
- Make Axis tanks keep firing at a tank after the vehicle crew has left the tank.
- Reduce M20 cost but nerf it's armour to a state of 222.
- Nerf Elite Infantry that Vet1 is the absolute maximum after the call in.
- Nerf M8 Scott's AOE. I have lost countless full health troops because of this unit.

Soviets

Buffs:
- Make penals useful somehow, for example as long ranged units
- Buff Su85 a little bit
- Make all those useless commanders viable

Nerfs
- Make Demos only useable when engineers are in a specific radius
- Nerf Mark Target in Combination with Guard Motor
- Reduce the damage of tanks agains German PaKs
- Remove extra armour from shocks
- Reduce IS2 armour a bit


I am sure I forgot about 80% of my points but I am too tired to think right now.
8 Jul 2015, 21:58 PM
#8
avatar of dreamerdude
Benefactor 392

Posts: 374

team weapons now cost munitions and MP, like tanks.
tanks have a fuel upkeep
weapons teams have a muni upkeep
8 Jul 2015, 22:16 PM
#9
avatar of FeelMemoryAcceptance

Posts: 830 | Subs: 2

-riflemen, volks at 240 mp, no more LMG for grens and bars, bronwnings

-kick tiger ace, CAS from the game.

-Panzer 4 instead of Sturmtiger ( Sturm in a doctrine ).

-kick mark target from the game.

-Reduce HP of Ostheer sniper.

:thumb:
8 Jul 2015, 22:50 PM
#10
avatar of BeefSurge

Posts: 1891

OKW

Move Volks to T1, buff slightly.
Make Kubel a Ketengrad clone
Nerf Sturms but price and reinforce buff(more usable)
Swap Sturmtiger out for P4
Give fusies 5 men
Buff Shue-mine
See where we are from there


Ostheer

Nerf sniper received accuracy
Nerf mortar rof
Fix vet 2 riflenade, fix animation
Fix CAS
Swap out StuG TWP for Pumas ability
Nerf cost of scout car autocannon to 65 (for timing)
Buff Nebelwerfer
Buff Lehg whatever arty
Buff Halftracks fuel price
Make G43 and LMG on same unit possible


Soviets

Buff Molotov
Price buff Maxim
Swap su-76 and T70
Do something to irregulars
Price Nerf demo charges to 120 muni


USF

Swap smoke and AT nades
Fix weird reinforce costs for SWs
Buff bazooka damage to 100, maybe accuracy slightly
Buff M20 mine price to 50
Put AA track in Captain, give Lieu mortar
Make AT gun available from barracks once T1/T2 researched
Nerf Riflemen long range cool down/buff moving acc to .75 from .6
Nerf DS
Nerf troop training
Price Nerf Wolverine to 90
Fix grenade animation
Price buff major arty to 75, recon to 35





8 Jul 2015, 22:56 PM
#11
avatar of Bulgakov

Posts: 987

Soviets:
Reduce armour on m3a1 to match Kubel
Reduce speed on M3a1
(This'll massively improve the early game enjoyability vs sovs)

Demo on automatic timer

Mines changed in whatever way needed to reduce wipes.


PTRS inf damage nerfed.




9 Jul 2015, 00:19 AM
#12
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

USF

Swap smoke and AT nades

That's actually a pretty neat idea, but I don't know if it'd quite work since vet 1 does take at least a minute or two of combat to obtain when the HMG42s can get built the moment Ost T1 goes down. But I'd certainly welcome USF not having to get grenades the moment an HMG42 is becoming difficult.
9 Jul 2015, 01:12 AM
#13
avatar of DonnieChan

Posts: 2272 | Subs: 1

remove the 2 things which are the most annoying: snipers and buildings
9 Jul 2015, 01:19 AM
#14
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

remove the 2 things which are the most annoying: snipers and buildings



soo...All buildings spawn destroyed or on fire. :foreveralone:

-give wehr sniper a 360 intervention sniper rifle with steady aim perk
-remove obers from the game cause the ss most propably had connections with loominarty
-add rust map
-add flash grenades since stun and smoke nades are already ingame
-replace infrared sight from ober stgs with red dot sight
-add a ac-130 skillplane to murricans and pave low to soviets
-replace white phosphorus with mountain dew
-replace incendiary strike with dorito airdrop
-give soviet sniper a quickscope ability to instantly #rek a squad or two
-give pathfinders a noscope ability so they can instantly kill enemies at point blank range
-give jaeger light infantry the stopping power perk
-add opfor as a faction
-give airborne an akimbo g18 upgrade
-replace victory points with alpha, bravo and charlie
-remove noobtubes and add barrett 50 cal sniper rifle to grens, rifles and rear echelons so they can stop being noobs and learn how to quickscope properly
-break the contract with esl and make a new one with mlg


made my week, +10
9 Jul 2015, 01:24 AM
#15
avatar of broodwarjc

Posts: 824

I am finding Forward Retreat Points to be a real PITA with buffed Axis MGs.
Relic give more map vetos! Most maps right now for Allies in 2v2 are either so tight MGs can cover all avenues of approach or so big OKW Forward Retreat Point truck allows them to re-field much faster than you.
9 Jul 2015, 01:26 AM
#16
avatar of BeefSurge

Posts: 1891

jump backJump back to quoted post9 Jul 2015, 00:19 AMVuther

That's actually a pretty neat idea, but I don't know if it'd quite work since vet 1 does take at least a minute or two of combat to obtain when the HMG42s can get built the moment Ost T1 goes down. But I'd certainly welcome USF not having to get grenades the moment an HMG42 is becoming difficult.


Along with a scout car autocannon price Nerf it would lead to healthier light vehicle play too. USF players would have to decide between snares or quick vehicles. This would buff Flaktrack
9 Jul 2015, 01:26 AM
#17
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Allow OKW to pay manpower to make their buildings hardier.

EDIT: And pay fuel to give their tanks and vehicles veterancy/upgrades. So you can just buy skirts instead of waiting for Vet 2.
9 Jul 2015, 04:39 AM
#18
avatar of AssaultPlazma

Posts: 300

1. Standardize teching HQ->T1-T2 T3->T4

2. Standardize weapon systems available to factions (no more OKW no medium or USF no Heavy Tanks ETC)

3. Make sure call in Units are Tied to teching

4. Make doctrines unless less well rounded unless its a combined arms doctrine.

5. Stop using ridiculous gimmicks like OKW fuel penalty and just make them pay more for their vehicles.
9 Jul 2015, 06:24 AM
#19
avatar of Bob Loblaw

Posts: 156

Just nerf the Rifle grenade. Most of the games problems would be solved.
aaa
9 Jul 2015, 06:35 AM
#20
avatar of aaa

Posts: 1487

-riflemen, volks at 240 mp, no more LMG for grens


I found double sniper effective vs lmg spam. And you can often afford double sniper in addition to 4-5 cons.
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