Improved Emplacements Commander
1 Apr 2016, 02:38 AM
#201
Posts: 362
Top-secret counter-simcity strategy for (primarily) 1v1s: don't actually fight the sim-city. Build a tank blob and attack the (rather squishy) British base. Win.
1 Apr 2016, 05:18 AM
#202
Posts: 3
So we've reached the fifth page of yet another Advanced Emplacement Regiment balance thread without any useful balance suggestions.
First, Relic has put substantial time and money into modeling and creating the Mortar Pit, Bofors, and 17 Pounder and integrating them into the UKF (not to mention Pak43/Schwerer/2cm Flak). The chance of Relic replacing any of these with more mobile options outside of a doctrine is so close to nil that asking for it may as well be whingeing.
Secondly, heavy defensive and artillery-focused play provides a low-skill introduction point for new players. Whether or not they move past this phase is up to them but the playstyle should still be supported for this reason. It should, of course, be slightly less potent than more micro-intensive strategies.
Thirdly, calling something "cancer" is an intellectually lazy way of articulating a problem. These aren't the official forums and you should be able to clearly express why a given strategy is a problem and what should be changed about it.
Let's move on to some balance suggestions:
Emplacements in General:
Mortar Pit:
- Mortar Pit Auto-fire range reduced from 115 to 80
- Mortar Pit cost reduced from 400mp to 350mp
- The 2nd mortar weapon used for the barrage now has the same kill radius as the other mortars (bugfix)
The auto-fire change means that you must actually use micro to use the Mortar Pit to its fullest and the cost reduction helps offset the new micro requirement.
Bofors:
- Health reduced from 1000 to 720
The Bofors is currently slightly too cost efficient at 280/30.
17 Pounder:
- Pop cost reduced from 20 to 15
I think this change speaks for itself.
Advanced Emplacement Regiment:
Improved Fortifications:
- 30% health bonus removed
- Cost reduced from 75 munitions to 45 munitions
The armour bonus is significant enough on its own, requiring you to use grenades or artillery against emplacements if you don't have tanks. At the same time, 75 munitions is slightly too much for just the armour boost.
Counter Battery:
- Counter-Battery initial delay increased from 0-5 seconds to 10 seconds
- Counter-Battery cooldown between salvos increased from 4 seconds to 10 seconds
- Counter-Battery range increased from 250 to 1000
These changes will equalise Counter Battery performance across all map sizes while ensuring artillery has sufficient time to move before and between salvos.
Further adjustments could be made to Counter Battery and the Forward Assembly engineers is this commander is still too strong after these changes.
Do you agree or disagree with these suggestions? What would you change (and why)?
Nicely balanced suggestions!
I'd rather see some kind of Munitions cost for the Counter-Battery fire, i.e. Munitions income is cut in half, or more, while active. Counter-Battery wouldn't be so sweet if you couldn't fire Tulips anymore. Although, I'd be happy with your balance suggestions.
1 Apr 2016, 07:56 AM
#203
Posts: 5279
Maybe counter arty should drain ammo. for every minute a artillery piece is active it should drain 5 ammo, Thus if the player chooses to keep 2 arty on artillery counter it should drain 10 ammo a minute If ammo gets depleted the counter arty cancels, Further to activate counter arty you need to pay a cost of 25 ammo per artillery each time. When you deactivate/ or gets deactivated, Arty counter will be on cooldown activation for 120 seconds.
*instead of constant ammo drain. 5 ammo per shot ?
this
you have the "bleed" in soviet vehicle repair
yet you can counter all indirect for 0 cost
you can crank up your emplacements damage reduction for 0 cost
IMO resource reduction is a very good way to go, y'know since EVERYONE else has some sort of attrition from playing...
brace could reduce manpower income as if the population of the emplacement is double (or something)
i think the level of reduction as crew repair (ussr) would be perfect for counter battery, as even tho the soviet have no muni sink, clicking that a lot/ using it for long periods of time will have you scraping the bottom of the munitions barrel
1 Apr 2016, 08:37 AM
#204
Posts: 194
Is it hard to counter Advanced Cancer Doc? Yes
Is it that hard to counter? No
Do people need micro to win with ACD? No
Do people need brain to win with ACD? Yes, but not much
So yes, it's op
Is it that hard to counter? No
Do people need micro to win with ACD? No
Do people need brain to win with ACD? Yes, but not much
So yes, it's op
2 Apr 2016, 01:51 AM
#205
Posts: 20
It seems most of you are confusing 'Don't like it' with 'OP'.
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