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Miragefla's December Balance Mod Additions

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1 Jan 2016, 01:04 AM
#121
avatar of miragefla
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Posts: 1304 | Subs: 13

jump backJump back to quoted post31 Dec 2015, 22:23 PMSvanh
Does anyone else get unarmed Infantry Sections when playing UKF or is that just me?


This now or awhile ago? It's been fixed for awhile and I just had a game with Brits with the mod, no issues.
1 Jan 2016, 11:10 AM
#122
avatar of Vipper

Posts: 13496 | Subs: 1

Since you are trying to fix Penals imo you should fix their vet bonuses. They still vet in the original role as a long range infantry gaining accuracy that is not suited for their weapons and role...
1 Jan 2016, 19:33 PM
#123
avatar of miragefla
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Posts: 1304 | Subs: 13

jump backJump back to quoted post1 Jan 2016, 11:10 AMVipper
Since you are trying to fix Penals imo you should fix their vet bonuses. They still vet in the original role as a long range infantry gaining accuracy that is not suited for their weapons and role...


That veterancy honestly does suit them and you should know when you first deploy them without any upgrades, they can fufill the long-range role conscripts can't and it's geared towards dealing damage rather than taking it. Even a short-range, while cooldown might be more preferable, it still means more rounds per burst are going to hit.

Vet 1: "To the Last Man!" Ability.
Vet 2: +30% Accuracy, -20% Weapon Cooldown, "Oorrah!" Ability
Vet 3: +30% Accuracy, -23% Received Accuracy
1 Jan 2016, 23:35 PM
#124
avatar of miragefla
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You know, I honestly can`t believe I left this major change out for grenades until now. Shows my lack of priorities.

Changelog .21


1 Jan 2016, 23:44 PM
#125
avatar of Vipper

Posts: 13496 | Subs: 1


Centaur
Increased the damage of the Centaur against garrisoned troops as it can no longer hit additional members with AOE after the Centaur changes.

-Damage against garrisons from 0.5 to 0.75


Consider bringing damage vs cover inline with other units. This units has full accuracy and damage vs yellow and full damage vs green..
3 Jan 2016, 08:52 AM
#126
avatar of miragefla
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jump backJump back to quoted post1 Jan 2016, 23:44 PMVipper


Consider bringing damage vs cover inline with other units. This units has full accuracy and damage vs yellow and full damage vs green..


I would fix that, but I held off as the garrison was more of an issue. I may go back to standardize the numbers.

Also, not worthy enough for its own changelog, but Sturmpioneers have been fixed in terms of their vet 3 construction rate.

Anyways, I'll probably halt the changes for now as I start sending out messages to try and get people together for matches. I want to see how the mod works in higher levels of play.
3 Jan 2016, 10:25 AM
#127
avatar of Vipper

Posts: 13496 | Subs: 1


I would fix that, but I held off as the garrison was more of an issue. I may go back to standardize the numbers.

One of the issue with Centaur in you mode is that is is too good against ATG even if it attack them frontally, especially against the rakketen.

Before your changes at least one could garrison the rakketn or V.G. to keep away a Centaur....Puma can only kite the Centaur since it dies to fast and that would leave only the late expensive JP as hard Counter...

Imo AA weapons ability to clear garrison is adding utility to units that already have plenty. They already dominate open field (and some of them can suppress), there is little reason to also dominate Urban maps and be able to counter garrison as well...
7 Jan 2016, 21:11 PM
#128
avatar of miragefla
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Posts: 1304 | Subs: 13

Changelog .22

Snipers (Ost, Soviets, British)


Standardized all OHK sniper rifles to use the maximum amount of time for aim-time and cooldown. These weapons will no longer fire faster the closer the squad approaches them. Squads closing in should not be punished by losing models faster.

-Cooldown and aim-time always use the max amount of time and have been standardized for all distances meaning snipers do not fire more quickly the closer the target is.

Calliope

Reduced the health of the Calliope to make it vulnerable to being hunted down like other artillery units and adjusted its AOE profile to make the rockets less lethal as it fires the most rockets of any rocket artillery unit. May reduce price in the future if it proves to be too expensive for its power.

-AOE damage from 1/0.5/0.15 to 1/0.35/.1
-Health from 640 to 400.
-AOE near distance from 1.5 to 1.25


M1919 (Weapon Rack)
M1919s can no longer be dual-equipped on basic units as dual LMGs is generally much more potent than BARs or other AI options, particularly on five man squads that gain significant durability boosts.

-Only one M1919 may be picked-up from the weapon rack. Picking up an M1919 from the rack requires two free weapon slots.
9 Jan 2016, 08:41 AM
#129
avatar of Vipper

Posts: 13496 | Subs: 1

Imo an alternative solution to a cheaper T4 and Brummbar that is worth trying is:
Instead of reducing cost, change the units available from it.
Imo the current issue with T4 is not simply the actual high cost of teching but the combination of high tech cost, high units cost available and highly specialized units...

Having that said a I thing it worth trying leaving cost as is but moving Brumbar to t3 and Ostwind in T4.
This will change the almost compulsory linear building order of Otheer allowing either to go T3 and still have access to a Soak damage/barrage support unit in the Brumbar or avoid building t3 and going for an Ostwind that can help until a Panther can be built...

It will also make Brumbar (and probably Ostwind) more attractive since currently it see little usage.
9 Jan 2016, 10:46 AM
#130
avatar of Antemurale
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Odd question: If you give dedicated AA units both bonus damage and penetration verses aircraft, why not just reduce aircraft health?
9 Jan 2016, 12:53 PM
#131
avatar of Cyanara

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jump backJump back to quoted post9 Jan 2016, 08:41 AMVipper
Imo an alternative solution to a cheaper T4 and Brummbar that is worth trying is:
Instead of reducing cost, change the units available from it.

...trying leaving cost as is but moving Brumbar to t3 and Ostwind in T4.


I kind of like this.

The Ostwind's gun still seems a bit lackluster as an anti-infantry weapon in the normal game though (compared to say, the T70, which serves a very similar role), so it could perhaps use an offensive buff if it's going in the top tier. This would be particularly justified by it going against vetted infantry at this point. I don't know if this mod has already done something along those lines.
13 Jan 2016, 09:42 AM
#132
avatar of miragefla
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Posts: 1304 | Subs: 13



I kind of like this.

The Ostwind's gun still seems a bit lackluster as an anti-infantry weapon in the normal game though (compared to say, the T70, which serves a very similar role), so it could perhaps use an offensive buff if it's going in the top tier. This would be particularly justified by it going against vetted infantry at this point. I don't know if this mod has already done something along those lines.


Nothing's changed about the Ostwind, aside from it having fairly good AA capabilities now with the AA changes. T3 is slightly cheaper by 15 fuel and 20mp. T4 got a cost reduction, but it still has fairly pricey specialists units and the Werfer did get nerfed and more nerfs may come which would probably be how fast its rockets arrive. Meanwhile Brummbar did get a cost reduction and heavy crush, and lower veterancy to make it more desirable given its lack of mobility.

Also bad news, I'm having mod issues with Error Code 9 which makes updating difficult and seems to apply to all my mods. Not sure what's causing it. It may be on Steam/Valve/Relic's end. But I ended up losing the mod page so there goes all the discussion and comments. Also lost all the positive votes, but thanks for all the support for those who noticed! I have a new mod page established here.

I'll keep trying to update the mod tomorrow and figure out what's going on. I did release a very tiny update which were part of the tests I did prior to the issues.

V 0.23

AEF

M8 Greyhound
Can now be upgraded with a .50cal for more offensive firepower to make the vehicle more powerful against infantry and soft light vehicles at a cost.

British

Tactical Artillery Cover
Increased the time for the artillery to come down to give players more time to react before suffering suppression or turret locks when the artillery does arrive.

-Delay before the Overwatch action from 4 to 6.

Ostheer

250 Half-Track
Now gains veterancy given that it has a weapon now. Veterancy requirements are relatively low due to its frailness and its MG only being the one used by the 251. Should give it more utility, either as a pseudo-scout before it dives in or to deal more damage should it be carrying a long-range squad aboard.

-Now Gains Veterancy
Vet 1: +10 Sight
Vet 2: +25% Burst Duration, +20% Accuracy, -20% Reload, +20% De/Acceleration
Vet 3: +30% LOS, +20% Speed and Rotation

Bugfixes
Forward Observer

Now the ability activates on the squad rather than for various entities of the squad to make the ability more consistent and not break should the model with the ability be killed.

-Now activates based on the squad rather than the entity.
13 Jan 2016, 16:44 PM
#133
avatar of NorthWeapon
Donator 11

Posts: 615

Kreygasm
16 Jan 2016, 21:36 PM
#134
avatar of miragefla
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Posts: 1304 | Subs: 13

Alright, while I'm still having issues, I did make some changes to the mod that will be incoming whenever I fix the issue with the main mod page:

AEF

WC51

Making the vehicle more durable and cheaper had the consequence of this unit being able to rush the opponents cut-off and provide mobile cover for riflemen within the first minute of the game that is very difficult to fight off and can easily be repaired when driven off. This has been changed to help delay such a push.

-Moved to 1 CP

British

AEC
Reverted changes to match Relic's intention. Also increased the time it takes for an AEC to reach the field to delay this unit.

-Changes reverted to match the AEC in the main game.
-Teching costs returned to AEC. Bofors remains free.
-Research time from 30 seconds to 50 seconds

Ostheer

Sdfksz 222
Altered the 222 to be in-between a light tank and scout car in terms of cost. 2cm autocannon now modified to be able to cause some harm to infantry, health increased to provide better survivability and autocannon range increased to allow the 222 to kite other light tanks. It will still lose to the other light tanks head-on, but it can now cause damage to them without being in harms way. Also improved acceleration to help the 222 get out of danger more quickly from approaching light vehicles.

-Health from 240 to 280.
-Autocannon range from 40 to 45.
-Cost from 210mp/20fuel to 260mp/35fuel
-autocannons has x9 accuracy against infantry (.57/.36/.27 vs inf)
-Acceleration from 2.4 to 2.8

Bug Fixes
-Falls/Jagers no longer cloak on retreat.
17 Jan 2016, 18:08 PM
#135
avatar of NorthWeapon
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Posts: 615

Bofors tech cost is free? :O
17 Jan 2016, 18:28 PM
#136
avatar of miragefla
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Posts: 1304 | Subs: 13

Bofors tech cost is free? :O


Yes and its time remains the same due to its static nature. Of course you can now tear it down for a refund now so after you set it up and force indirect fire to be deployed, you can retrieve your Bofors and get a partial refund.
17 Jan 2016, 19:06 PM
#137
avatar of NorthWeapon
Donator 11

Posts: 615

Can you plz make a .txt file of all the changelogs because the hyperlinks are very tedious. Or just one large spoiler
20 Jan 2016, 17:04 PM
#138
avatar of Vipper

Posts: 13496 | Subs: 1

Since the 222 thread is turning rather ugly my suggestion on what to try about the 222 are the following:

1)As already posted allow a upgrade with panzerbusche by replacing the hmg42 221 with the panzerbusche the panzer grenadiers use (campaign).

2) Reintroduce the 221 making them both available. The 221 can have a HMG with good penetration and act as cheap counter to M3 and bren carriers, have some AI capabilities, has bonus vs snipers and spot, keeps same veterancy bonuses and is recon vehicle.

The 222 can also be built (and not upgraded) a bit more expensive, maybe locked behind T3 research, has worse AI, less spotting but has better penetration and HP and it is able to help against more heavily armed vehicles like m20, T70, Stuart. It has an AT ability of some sort like stun of higher penetration and vet bonuses fit its role of a soft light vehicle counter...

Think these solution allows better tools to balance the unit out, than a straight up buff to 222...
20 Jan 2016, 18:28 PM
#139
avatar of miragefla
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Posts: 1304 | Subs: 13

jump backJump back to quoted post20 Jan 2016, 17:04 PMVipper
Since the 222 thread is turning rather ugly my suggestion on what to try about the 222 are the following:

1)As already posted allow a upgrade with panzerbusche by replacing the hmg42 221 with the panzerbusche the panzer grenadiers use (campaign).

2) Reintroduce the 221 making them both available. The 221 can have a HMG with good penetration and act as cheap counter to M3 and bren carriers, have some AI capabilities, has bonus vs snipers and spot, keeps same veterancy bonuses and is recon vehicle.

The 222 can also be built (and not upgraded) a bit more expensive, maybe locked behind T3 research, has worse AI, less spotting but has better penetration and HP and it is able to help against more heavily armed vehicles like m20, T70, Stuart. It has an AT ability of some sort like stun of higher penetration and vet bonuses fit its role of a soft light vehicle counter...

Think these solution allows better tools to balance the unit out, than a straight up buff to 222...


1. There is no model for the AT rifle on 221/222 sorry.

2. I don't think we need two separate vehicles. If anything, aside from making the 221/222 more costly, there might be an upgrade for the autocannon, but it's not planned anytime soon.
20 Jan 2016, 18:44 PM
#140
avatar of Vipper

Posts: 13496 | Subs: 1

Excuse my ignorance, but is replacing the weapon of the 221 hmg gunner with panzerbuschen taken from them panzergrenadiers campaign difficult?

The upgrade was tried in live and was not very successful since it was a rather big investment on a rather fragile unit.

Having to separate units available, imo provides more tools to better balance, separated roles and veterancy bonuses...but of course it is up to you...
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