Very good changes. One question though.
Why is the m20 not on that list? It seems every faction now has a non doctrine unit that is now a good counter to a sniper.
will be adding to next revision
Posts: 102 | Subs: 22
Very good changes. One question though.
Why is the m20 not on that list? It seems every faction now has a non doctrine unit that is now a good counter to a sniper.
Posts: 773
Posts: 4928
Posts: 102 | Subs: 22
1 thing I don't understand, they say the MG42 was over performing so gave it a nerf, they probably nerfed it too much and have now reverted to back it was when they thought it was over performing?
errrrr.......
Posts: 773
that is the whole point of this mod preview to help us make revisions and try the ch anges before it actually gets patched into the live game. It gives more refinement to the process and all members of the community are involved.
Posts: 279
that is the whole point of this mod preview to help us make revisions and try the ch anges before it actually gets patched into the live game. It gives more refinement to the process and all members of the community are involved.
Posts: 157
Posts: 102 | Subs: 22
Oh I understand Im a developer myself, but wouldn't it make more sense to adjust the values again rather than placing them back to a value that was deemed over performing, especially as that's the point of the preview, to find the sweet spot?
Posts: 1595 | Subs: 2
that is the whole point of this mod preview to help us make revisions and try the ch anges before it actually gets patched into the live game. It gives more refinement to the process and all members of the community are involved.
Posts: 758
Balance Preview Update 09/04/2015
Added back the 50% reduce damage modifer to green cover for explosive weapons
Reduced Damage modifer for the USF mortar halftrack from 1 to 0.5
Reverted Armor buff to Sherman from 180 back to 160
Increase scatter of assault grenades so they don't stack
MG42 damage profile reverted back to 0.25/0.625
AEC Cost reduced from 60 to 50
AEC Research fuel cost increased from 10 to 15
Universal Carrier, WC51 Doge, 222, Kubelwagon, and M3 Scout car now have 50 bonus accuracy to snipers type.
Brace recharge time increased from 15 to 90 seconds
Rifle Company will only call in VET 1 Rifleman.
AA Mode removed from the USF AA Halftrack, general AA stats have been compensated to adjust.
Glider HQ no longers grants resource bonus
ML120 damage increaed from 160 to 200
Crew Reapir Operation repair rate reduced by 30% (16 per tick to 11 per tick)
HMG can no longer garrison the 17lb At gun
Tiger Penetration increased from 180/200/220 to 200/220/240
Tiger range increased from 45 to 50
Added bonus damage against emplacment for walking stuka
Fixed incendiary greande animations for Volksgreandiers
Bofors Accuracy reduced from 0.875/0.818/0.76 to 0.775/0.46/0.36
Bofors Damage reduced from 40 to 30
Bofors Vs building garrison cover dmg multiplier changed from 0.5 to 0.2
Bofors Distance_scatter_max changed from 2.15 to 5.15
Posts: 3103 | Subs: 1
the change in itself was a very minor decrease in profile (0.05) With the increase in durability in rifleman it up it did not feel necessary to warrant the change.
Posts: 721
Posts: 88 | Subs: 1
what about the heavy royal engineers superb repair speed they repair 2x faster than sturmpionners
Posts: 4951 | Subs: 1
That's more of a design than a balance issue
You're forced to choose between hammer or anvil as opposed to the sturmpio always being available.
Posts: 2053
Royal Engineers in general have the same repair speed as Sturms but at 5 men while costing much less.
Posts: 2075 | Subs: 2
Posts: 88 | Subs: 1
Royal Engineers in general have the same repair speed as Sturms but at 5 men while costing much less.
Posts: 615
Posts: 102 | Subs: 22
Speaking on that, I wanted to make sure I understood the change - it would have reduced the effectiveness of scattering shots which manage to hit another unit aside from the gun's main target as caused by focus fire being off on the gun, right?
Posts: 3103 | Subs: 1
no the damage aoe profile means at the ranges (near / med / far) it will do the base damage x that.
For example
lets say the profile is (1 near / 0.5 med / 0.25 far)
and the base damage is 100.
at near assuming it is a hit and scatter is not a factor you will do 100 / 50 / 25 damage at the ranges.
the changes to the HMG profile were to reduce the damage it did at ranges as it was looking like it was killing too many models thus compounding the "manpower bleed" of the USF. However like I said earlier with the buff to rifleman it did not seem necessary anymore.
48 | |||||
25 | |||||
1 | |||||
3 | |||||
3 | |||||
1 | |||||
1 | |||||
1 |