June 21st Balance update
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Posts: 578
So... nothing changed from the balance preview except for adding crush back in, and finalizing the MG42 replacement call-ins?
Crushing wasn't removed after all?
Sorry, I've been away for the game for almost a month and haven't kept up with the patch notes.
Posts: 139
Posts: 213
This patch is awesome but a few changes aren't making it from Mirage_Fla's balance mod that are asbolutely necessary:
Territory and Victory Points
Done to improve pathfinding.
-No longer block to help with pathfinding This is the #1 most important change that MUST be implemented IMO. Semoisky center VP is the most obvious spot where you can see how much it affects "quality of life."
New ability added to HMGs and vehicles that have clips/magazines for their cannons
Added to ensure players can me sure their units don't reload at the start of the battle after a previous engagement.
-Force Reload ability added.
251/M5/M3 Half-Tracks
These units now gained shared veterancy from infantry units to allow them to gain veterancy faster. While it does affect them when upgraded, these units already rank up quickly. This change is to mainly help the transport and reinforce versions of thes eunits to be more effective.
-Now gain shared veterancy from nearby infantry units.
Planes
Change up their functionality and reduce RNG. Loiter planes should get one pass in before being shot down by AA units in the area. Pintles currently have little purpose in terms of air defense as of this update. Crash damage removed to prevent RNG from killing units when AA does its job.
-All attack aircraft (Stuka, IL-2, Typhoon, P-47) have 200 health and 35 armour to allow for AA units to shoot them down in a consistent manner.
-Cargo planes have 240 health and 35 armour.
-Deflection Chance to instantly killed planes removed from all AA weapons.
-Now deal 0 damage on crash
Prioritize Aircraft
Added to allow the AA units to focus on bringing down planes when they are called in.
-AA units have gained Prioritize Aircraft
Sweepers for Soviets and Ostheer
Due to the issue of these units reaching veterancy 2 without flamethrowers, the sweepers now provide a repair bonus to these units to help them in the support role.
-Now provide 0.5 repair speed for pioneers and combat engineers.
Concussion and Stun Grenades
No longer stops units from retreating but will still slow the target momentarily when hit.
-Stun grenades now reduce speed rather than forcing units to the ground where they are unable to act.
LMGs for moving and non-prone users and LMG bug-fixes (Commandos, Paras, Obers)
Adjusted the LMG profile for these units. Previously weapons such as the DP-28 and MG-42 were worse in the hand of these units as their weapon profile was worse. This has been adjusted. Furthermore, the Ober LMG has been adjusted to be on par with the standard Ober LMG, just without the ability to fire on the move.
-MG-34 damage for the non-Ober users changed from 8 to 6.
-LMG profiles should now be on par throughout all files. Previously DPS was reduced for certain LMG users.
Wire, Sandbags, and Tank-traps
Reduced the health of these objects to 10 to 20 hitpoints when being constructed to counteract ghost objects. These objects will have their previous health restored once they are fully constructed.
-Health of most objects set to 10 to 20 hitpoints during construction. Objects must be completed to regain their full health status.
Light Vehicle Pathing
-Removed the 0.001 in the turn plan to prevent 360 degree sudden turns
All of these changes are great but the 1.25 rec. acc. on setup teams and the change so VP's and CP's don't block vehicle pathing are the two most important IHMO.
+1. Would love to see these included in the future. Really smart changes that should have made it to this patch, too bad I guess.
Posts: 1534 | Subs: 1
Budwise probably means stun nades (both OST doc and OKW sturmpios):
- They fuck up with retreat (cancel + prevent)
- Occasionally make squads permanently unresponsive
- Free wipe for 30 munitions
- Occasionally make support guns unusable
Those broken stun nades...
Played three games vs a guy who used those.
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Posts: 927
Posts: 927
This update is kinda shit IMO, especially with OKW having barely any crowd/blob control that doesnt cost fuel.
It'll be GG in a 3v3 and up if you are up against USF.
mg34 now costs fuel? ok
Posts: 526
LeFH 18 for okw ? this is joke right ? Why this retard faction always need special care ? some time ago they add free panzer now free mg and stg for volks and shreck is still in okw and now lefh ?comon.. Maybe okw is still weak and we need add some new toys because why not ?
What is with this bizarre trend of calling everything free if it doesn't have a direct teching cost? Are rifles free? The new usf mortar? What about the universal carrier. Is that free in your weird logic?
Posts: 129
No, it wasn't, just like IS-2 wasn't despite losing same amount of armor.
If heavy tanks are unrewarding to flank, you make them rewarding to flank, NOT compensating for them actually having a weak spot.
and there he mentions IS freakin' 2 as if it isn't considerably more agile, cheaper, with bulletins that KT lacks it actually can have even superior frontal armor and guess what, with the actual patch it's getting an accuracy and penetration buffs that make it even more effective against Axis heavy armor. Sapienti sat.
For a tank that can barely move, and costs as much, with such drastic nerf of the rear - KT should get it's old frontal armor back. That will make flanking for the allied expendables - guess what; even more "rewarding" and that's the goal right ?
Posts: 1273
This will never happen, the time of KT being the ultimate one win button is over.
Posts: 323
and there he mentions IS freakin' 2 as if it isn't considerably more agile, cheaper, with bulletins that KT lacks it actually can have even superior frontal armor and guess what, with the actual patch it's getting an accuracy and penetration buffs that make it even more effective against Axis heavy armor. Sapienti sat.
For a tank that can barely move, and costs as much, with such drastic nerf of the rear - KT should get it's old frontal armor back. That will make flanking for the allied expendables - guess what; even more "rewarding" and that's the goal right ?
Okay so first, IS2 got no bulletins adding more armor
I think you forgot that KT got Blitz at Vet 1 too
Oh and it has more range than IS2 too
KT is still vastly superior don't cry too much
I mean please
Posts: 1124
LeFH 18 for okw ? this is joke right ? Why this retard faction always need special care ? some time ago they add free panzer now free mg and stg for volks and shreck is still in okw and now lefh ?comon.. Maybe okw is still weak and we need add some new toys because why not ?
Lol, "free"
Posts: 60
Posts: 1108
Wait, OKW LeFH 18 is a buildable 'emplacement', not a call in artillery strike?
yes
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why exactly would they weaken soviet mines to max 1 member killed, but not do the same to okw or usf general purpose mines
I think they've meant Defence Doctrine small anti-personnel mines.
Posts: 3032 | Subs: 3
Ergo, British emplacements might actually become stronger post-patch.
Meh x2.
(Tommy Flares actually did make it to the patch)
"British Emplacements stronger" lol
With counter battery nerf they are really easy to counter, or did you always run into bofors with flamer pioneers in order to destroy it???
Posts: 17914 | Subs: 8
I think they've meant Defence Doctrine small anti-personnel mines.
Yep, exactly this.
Now, I guess axis mine fields still murder anything that walks over it?
Its only logical to give it the same treatment, yet nothing was done?
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