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russian armor

Suggest your own "balance" changes that...

aaa
9 Jul 2015, 06:36 AM
#21
avatar of aaa

Posts: 1487

Just nerf the Rifle grenade. Most of the games problems would be solved.


+. Thats OP thing #1 in whole game.
9 Jul 2015, 06:47 AM
#22
avatar of BeefSurge

Posts: 1891

Is everyone losing their mind or is this a joke?
9 Jul 2015, 06:58 AM
#23
avatar of KyleAkira

Posts: 410

Something that will fix balance when playing different modes (1v1 to 4v4)

Resources income from territory should be lowered deppending on the map size:

I.E: In 4v4 maps with half map you get more ammo and fuel than maps from 1v1.

Reducing fuel and ammo income on territories from larger maps will balance the game since it's designed to have early/mid/late game. On large maps late game comes too quickly.
9 Jul 2015, 13:25 PM
#24
avatar of dasheepeh

Posts: 2115 | Subs: 1

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.






...and effectively remove the unit from the game.
9 Jul 2015, 15:56 PM
#25
avatar of Bulgakov

Posts: 987



...and effectively remove the unit from the game.


Perhaps. Do we need an early game light vehicle that's so resilient to small-arms fire?

Remember when it could hold snipers? Was that good for the game? I think it's still a problem unit.

10 Jul 2015, 02:28 AM
#26
avatar of Arclyte

Posts: 692

these threads are always good for a laugh
10 Jul 2015, 03:22 AM
#27
avatar of Corsin

Posts: 600

Changes to USF:

USF get a heavy tank (on at least 1 doctrine)

USF gain a calliope (HOWEVER nerf to the mortar carriage direct fire accuracy).

USF engine repair costs 40 ammo (up from 10) OR take abit more time.

50 cal moved to T-0 and Jeep added to T1 (replacing the 50-cal in the Lt building).

Easy 8 gets a small AP buff. Currently i dont feel this tank is worth getting.





Changes to OKW:

Volks have an assault package (instead of the shrek) 60 ammo for x5 MP40's and gain the Faust ability.

Following that Obers have double shrek option for 120 ammo OR the lmg for 60 ammo.

Obersoldarten buffed to better reflect their current cost OR reduced cost from 400 to 360. (not to the stage they were, but currently 50mp per model on reinforce is abit much for their effectiveness.

All vehicles reduced in fuel cost by 33% (Except the KT) but increased MP cost.

Jager Light Infantry given their 4 G43's back... currently as a 300mp squad theyre just not worth it. Easily beaten by a rifle squad without upgrades.




Changes to Soviet:

Demo change only useable on objects, Bridges/buildings/tanktraps ect.

T34/85 unlocks them in T3 instead of a call-in to reduce the meta of guard motor. (so they have to tech like the Wehrmacht now do since they cant rely on tigers only to counter).

Marked target effect stops when the aircraft is shot down, but also made abit cheaper to reflect this new weakness.




Changes to Wehrmacht:

StuG's HP reduced to what it was before the patch. but its range increased back to 60. (weapon tweaks remain the same post-patch).

Teller mine cost reduced to 45 ammo (since USF can repair it instantly for 10 ammo) UNLESS my suggestion about it in the USF changes is taken up :).

Reduced fuel cost (from 40 to 20) on the assault halftrack call-ins. I feel 40 fuel is alot for what is essentially a M3 without guns and less sight radius.


jump backJump back to quoted post10 Jul 2015, 02:28 AMArclyte
these threads are always good for a laugh


Indeed, they'll prob change alot anyway when brits come out lol.

12 Jul 2015, 10:34 AM
#28
avatar of pussyking
Donator 11

Posts: 551

Cons should get a LMG upgrade and make em build sandbags in same style as volks
12 Jul 2015, 10:57 AM
#29
avatar of Thunderhun

Posts: 1617

Cons should get a LMG upgrade and make em build sandbags in same style as volks


With a price increase as well, right?
12 Jul 2015, 11:00 AM
#30
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Cons should get a LMG upgrade and make em build sandbags in same style as volks


The Volks sandbag is worse than the con sandbag, you know that right?
12 Jul 2015, 11:01 AM
#31
avatar of Aerohank

Posts: 2693 | Subs: 1



Perhaps. Do we need an early game light vehicle that's so resilient to small-arms fire?



It's not resilient to small arms fire, it is resilient to Volksgrenadiers small arms fire. Grenadiers damage scout cars just fine.

The reason for this is that grenadiers (like conscripts) do 16 damage per shot, and volks (like riflemen) only do 8.

If you slice the M3 scoutcars armor it would be completely useless against Ostheer as a combat unit. The M3 does not have suppression, which is the only thing that keeps kubels alive against small arms fire. Better to just apply the fix where the problem lies: the volksgrenadiers damage per shot. Just doubling the volksgrenadiers damage and cutting their accuracy in half means they will be better against scoutcars like grenadiers, but will not be better against infantry than they already are.

12 Jul 2015, 11:39 AM
#32
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

The reason for this is that grenadiers (like conscripts) do 16 damage per shot, and volks only do 10.


FIFY

- - - - - - -

My changes:

- All Sniper squads should have 1 model only, 82HP with high received accuracy and camo only while in cover

- PTRS should be removed from Guards

- Soviet sandbags should be less durable or simply get replaced by OKW ones
12 Jul 2015, 12:58 PM
#33
avatar of gokkel

Posts: 542

Not bothering right now to make a big list, just a few things that come into my mind right now and are not too often talked about:


-Ostheer Sniper slightly increased received accuracy so it is more vulnerable to small arms but does not become more vulnerable to RNG mortars etc.
-OKW Sturmoffizier does not make units retreat when dying; increase cost if it becomes too powerful
-OKW sandbags become more durable or should be just mirrored with Conscript sandbags; or make both have durability somewhere inbetween these
-Remove Counterbarrage from Ostheer mortar, LeFH and Panzerwerfer, give them new abilities (i.e. Flare for mortar) or passive boni
-Replace leIG HEAT shells with smoke or something
12 Jul 2015, 13:23 PM
#34
avatar of Unfinisheddonut
Donator 11

Posts: 77

- make the game free to play
- get money per game won
- if you get to maximum rank you get to go to relic
- campaign should be removed
- add an ability to all mortars that you can fire infantry squads across the battlefield if they are far away
12 Jul 2015, 14:21 PM
#35
avatar of Thunderhun

Posts: 1617

- vehicle dies every time along with the crew, not just the crew
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