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The Great Community Balance Brawl

7 Dec 2016, 04:50 AM
#1
avatar of Lucas Troy

Posts: 508

Community Balance Brawl Patch Round 1.1



Results:

I'm gonna say that Ostheer lost this round. Grens are 3 men, the sniper and the Elefant were removed from the game, and the panther now gets engine destroyed criticals just from moving around. I'd say soviets won, since all that happened was that penals for their flamers back. OKW is also going to suffer from the panther criticals so I put them second last. UFK and USF were a little behind the soviets but did okay.

Here's my overall ranking of this round:


  • Soviets
  • UKF
  • USF
  • OKW
  • Ostheer



Maps



Pripyat added back to automatch
Stalingrad added back to automatch
Sittard added back to automatch


General



Team Games

We found that resources inflation led to imbalances and problems with unit timing in team games, so we added resource modifiers to team games as follows:

3v3 15% less fuel, 4v4 25% less.

Vehicle Crews

Vehicle crews added to all factions SeemsGood


Mine Sweepers


We felt that mines had too little counter play against sweepers. For only 30 MU on a cheap, high utility engineer unit, a player could effectively one shot mines that cost up to 60 MU. Even worse, this could be done an effectively infinite number of times. This means that 30 MU sweepers could clear an infinite amount of MU invested in mines. Our spreadsheets tell us that kind of efficiency is not acceptable.

To fix the overperformamce of sweepers versus mines, we have added a small random chance that a sweeper unit will trigger the mine while sweeping.

Abandoned

We decided that the abandoned vehicle critical introduced too much RNG in the game, so we have removed it.

USF



We have adjusted the timing of the US forces mortar to limit its early impact. We have increased the squad size of I&R pathfinders to make them viable in combat.

Mortar moved to Lt. Tier

I and R pathfinders squad size from 3 to 4

Ostheer



S-Mines

We're changing S-mines into demo charges because ... well, when you read what we did to grens, it will probably seem justified. Just be glad we narrowly decided to keep them having warning signs.

Grenadiers

With the recent move of the USF mortar to the Lt tier we found that grenadiers were much less susceptible to squad wipes and were often attaining high levels of vet. This allowed Ostheer to fight allied infantry with a combination of grens and support weapons. In order to correct this and limit Ostheer to fringe strategies, we have reduced grenadiers to a 3 man squad. This should ensure frequent full health wipes and avoid overly promoting Ostheer infantry use.

Grenadier squad size from 4 to 3

Snipers

The sniper allowed Ostheer to kill allied infantry from long range, making counter play difficult. For this reason, we have reduced the sniper squad size by one, bringing it to 0. Building a sniper will now fail to spawn the unit but will still cost resources. This is an intended behavior to punish players who abused over promoted sniper play in the past.

Ostheer sniper squad size from 1 to 0.

Panthers

The Ostheer panther and OKW panther were both overperforming, often deflecting attacks from medium tanks such as the Cromwell. Rather than lowering their armor to a more reasonable 200, we decided to create a new mechanic that will give fast tanks such as the Cromwell more opportunity for counter play.

Panthers will now have a small chance of getting an engine destroyed critical when going up terrain elevations.

Elefant

Removed from the game since we were not sure how to balance it. We will look at it again in like two years probably.


OKW



Base Defenses

Flak base defenses replaced with bunkers.

Panthers


The Ostheer panther and OKW panther were both overperforming, often deflecting attacks from medium tanks such as the Cromwell. Rather than lowering their armor to a more reasonable 200, we decided to create a new mechanic that will give fast tanks such as the Cromwell more opportunity for counter play.

Panthers will now have a small chance of getting an engine destroyed critical when going up terrain elevations.

UKF



Comets

Comet fuel cost from 185 to 195.

25 Pounder

25 pounder fuel cost to 60

Soviets

Penals

Flamerthrowers added back.


The Rules


7 Dec 2016, 04:52 AM
#2
avatar of ZombiFrancis

Posts: 2742

Move USF mortar to LT tier.

Dangit, I'm doing it wrong...
7 Dec 2016, 05:01 AM
#3
avatar of Lucas Troy

Posts: 508

Move USF mortar to LT tier.

Dangit, I'm doing it wrong...


Updated the rules to allow it! Previous rules were UP and needed a buff.

As for me:

Add a 6th man to rifles.
7 Dec 2016, 06:26 AM
#4
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

Remove one man from Ostheer and British sniper squad.
7 Dec 2016, 07:34 AM
#5
avatar of Aradan

Posts: 1003

It is about which side has more fanboys?

OK, remove axis heavy TD from game, for large game ballance
7 Dec 2016, 08:20 AM
#6
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

add one more squadee to Intelligence and Reconnaissance Pathfinder
7 Dec 2016, 09:21 AM
#7
avatar of Tiger Baron

Posts: 3145 | Subs: 2

add one more squadee to Intelligence and Reconnaissance Pathfinder


Agreed.

Add 5th member to grenadier squad, remove OKW MG34's HQ truck requirement, replace British mortar pit with a mobile mortar squad while transforming the pit into a dedicated emplacement which can be garrisoned by the mortars for bonuses similar to the Vickers vet 1 so no assets are wasted.

USF and Soviets I don't play as much.

Not that I play Wehr much but many people play em but it's noticeable that they're underperforming severely in their current situation.

Sorry if I've broken a rule, or 2.
7 Dec 2016, 09:22 AM
#8
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post7 Dec 2016, 07:34 AMAradan
OK, remove axis heavy TD from game, for large game ballance


That's against the rules! Void! Void!
7 Dec 2016, 09:23 AM
#9
avatar of KyleAkira

Posts: 410

Decrease number of rockets fired per salvo on Calliope.
Add 1 more salvo to calliope to compensate.
That will prevent frustrating wipes on the first barrange.
7 Dec 2016, 10:03 AM
#10
avatar of Aradan

Posts: 1003



That's against the rules! Void! Void!


But heavy TD is what disturbs the balance large team games. Then it is just as great 1v1. :)
ISU, Elefant, JagdTiger
7 Dec 2016, 10:35 AM
#11
avatar of Latch

Posts: 773

Replace OKW base defences with bunkers and buff flak emplacements (build able).

Make AA on Schwer an unlock that gives Panther and P4 without the flak top you can build Obers and Jag.

All call ins tied to tech

Delay on calling infiltration units so they don't pop out immediately

Kuble can only decap

Heavy engine damage removed from ALL mines

M20 mine cost reduced and track breaker penalty replaced with a short stun akin to TWP/FF hit

Reduce mortar damage but give suppression effect to reduce BS wipes but keep them useful

Remove Cromwell crush, increase its cost

Fix weapon Pinata to only when a squad has been wiped
7 Dec 2016, 10:43 AM
#12
avatar of ElSlayer

Posts: 1605 | Subs: 1

Increase Comet fuel cost by 10.
7 Dec 2016, 10:57 AM
#13
avatar of Swift

Posts: 2723 | Subs: 1

Remove abandoned.
7 Dec 2016, 11:01 AM
#14
avatar of Latch

Posts: 773

jump backJump back to quoted post7 Dec 2016, 10:57 AMSwift
Remove abandoned.


Was coming back to edit my comment and say this, its a stupid mechanic.

"Oh you just wasted your tank(s) to take down X tank?" Shame you chased it into their base and it was only abandoned!

https://youtu.be/lJR8aq48WU4?t=24m10s

On Topic:

Lower Pop cap and fuel cost for Brit AT emplacement
7 Dec 2016, 11:17 AM
#15
avatar of Nubb3r

Posts: 141

Agreed with everything that Latch said. Like, in a proper balance perspective, no Kappa.
7 Dec 2016, 12:03 PM
#16
avatar of Swift

Posts: 2723 | Subs: 1

jump backJump back to quoted post7 Dec 2016, 11:01 AMLatch


Was coming back to edit my comment and say this, its a stupid mechanic.

"Oh you just wasted your tank(s) to take down X tank?" Shame you chased it into their base and it was only abandoned!

https://youtu.be/lJR8aq48WU4?t=24m10s

On Topic:

Lower Pop cap and fuel cost for Brit AT emplacement

Basically this game needs a lot of silly RNg things changed to work on basis of skill, and abandoned doesn't happen because you're skilled unless you play USF, in which case you can tactically disembark to force attack ground and save vehicle crews. This is ok, but random abandon just needs to go.
7 Dec 2016, 12:54 PM
#17
avatar of Mirdarion

Posts: 283

Remove one man from Gren, PzGren and Pioneer squads. ( ͡° ͜ʖ ͡°)
7 Dec 2016, 13:40 PM
#18
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

3v3 -15% fuel income }-50%income from caches
4v4 -25% fuel income }

reintroduced heavy tds

removed 5th man from grens
introduced upgrade in t0 unlocked from researching t4
200mp 70fuel 5th man on pz grens and grenadiers

all MGs but Maxim: Supression *1.5, AoE Supression * 2

10 more pen for pz4

units shooting against houses within 10 distance: cover bonus of units in house halved

criticals reworked:
only under 10%, not random: shot leaving it under 10% coming from
front: main gun damaged
side: crew shocked? engine damage?
back: detracked? heavy engine damage?

volks have one weapon slot left with stg44 upgrade

does this balance brawl start from vanilla or the balance preview?
if from vanilla:
usf mortar & stuart changes like in the preview
7 Dec 2016, 14:17 PM
#19
avatar of ZombiFrancis

Posts: 2742

Abandoned seemed like the perfect critical for units like (I'm using COH1 units here) the motorcycle or jeep. It would've taken care of the bike pushing cheese. Using tanks and things like the greyhound to push units around wasn't nearly as irritating at the bike push.
7 Dec 2016, 14:36 PM
#20
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Reintroduce flamers to Penals. Flamers have a 25% chance of randomly exploding.

"RNG is fun, so FUN!

PD: people should take this thread less seriously and stick to 1 or 2 changes at most.
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