Eastern Front Armies Revamp
Posts: 301
Posts: 90
-demos to secure flank ? mines will do it better (engine damage/suppression) and at a cheaper cost. demos will only be cool to trap building now. it's a huge blow to soviet.
- Molotov is bad, for its tech cost and throw speed. Tech cost is the same but molotov become more expensive. it's even less attractive now. Maybe ppl will tech it when they reach vet2 since it will finally become "viable" but i believe the throw speed should just be fixed from the start. Now cons scale a bit better thru veterancy (&moltov! haha) but will cost more and still won't be on par other maine line infantry.
-the whole point of partisan was the shock value. now they won't be good when spawned and won't perform any better on the long run. AT partisans may be doomed. AI partisan may still do ok to spawn > decap > mine and ambush whatever come to recap.
-not sure about kv-1 change. already not a meta commander, the change do bot exactly look like a buff. (each time i go kv1, my random mate is like "ewww kv-1")
-mother russia now only give a sprint on allied territory ? not sure if there is anything else but for 100 ammo there better be.
-always found obersoldaten strong (instant pin lmg lulz) so the price reduction... Even more for fallshirmjager, soviet shock troop cost 390 and are only good at close range but they cannot gap close anything without losing the fight (the only way to have them do something is wait behind a sightblocker). Yet you reduce the price of fallshirmjager which are super strong at all range (+, unlike partisans their value isn't all about spawning). i think they will overperform (their upgrade won't hold em back at all, unlike partisan).
Posts: 611
Eventually all will be removed. However, we haven't done USF and Brits yet.
Why not just make reinforcement cost 33% higher for frp. Why just remove it from the game all together. Why keep trying to make all factions the same.
Posts: 611
most changes are reasonable while some are just wtf/unclear.
-demos to secure flank ? mines will do it better (engine damage/suppression) and at a cheaper cost. demos will only be cool to trap building now. it's a huge blow to soviet.
- Molotov is bad, for its tech cost and throw speed. Tech cost is the same but molotov become more expensive. it's even less attractive now. Maybe ppl will tech it when they reach vet2 since it will finally become "viable" but i believe the throw speed should just be fixed from the start. Now cons scale a bit better thru veterancy (&moltov! haha) but will cost more and still won't be on par other maine line infantry.
-the whole point of partisan was the shock value. now they won't be good when spawned and won't perform any better on the long run. AT partisans may be doomed. AI partisan may still do ok to spawn > decap > mine and ambush whatever come to recap.
-not sure about kv-1 change. already not a meta commander, the change do bot exactly look like a buff. (each time i go kv1, my random mate is like "ewww kv-1")
-mother russia now only give a sprint on allied territory ? not sure if there is anything else but for 100 ammo there better be.
-always found obersoldaten strong (instant pin lmg lulz) so the price reduction... Even more for fallshirmjager, soviet shock troop cost 390 and are only good at close range but they cannot gap close anything without losing the fight (the only way to have them do something is wait behind a sightblocker). Yet you reduce the price of fallshirmjager which are super strong at all range (+, unlike partisans their value isn't all about spawning). i think they will overperform (their upgrade won't hold em back at all, unlike partisan).
Demos are cancer, pure and simple. Most people who play against that shit loathe them. That said I have no issue with sov getting something to compensate their nerf. Personally I would prefer them to be something like a phosphorous bomb causing huge health damage and suppression but not excessive casualties.
Molotovs are difficult to balance because of oorah and cost. If they are to be better then they need to cost more and probably not be usable in conjunction with oorah. It is difficult, like all things sov.
The whole point of partisans was cheese, imo. So much of sov army is tedious bs. The changes are for the better. Time will tell if nerf was too much.
-mother russia now only give a sprint on allied territory ? Thought it applied everywhere. At any rate this was another cheesy bs sov ability. Although I have only encountered it once recently it was ridiculous when used with penals/cons throwing satchels and mollies everywhere. Answer me this, who is microing more, the axis player with mgs, sniper, morter, at guns or the sov play coming multiple directions with mother russia clicked. Give them something less cheesey.
Posts: 550 | Subs: 1
Molotovs are difficult to balance because of oorah and cost. If they are to be better then they need to cost more and probably not be usable in conjunction with oorah. It is difficult, like all things sov.
While not logically wrong, the mod creators did opt to both nerf molotovs twice and oorah once. Molotovs now cost more as well as oorah. Add to that that molotovs can no longer be thrown further with vet further increasing the reliance on a now more expensive oorah.
To me it seems that the direction is not quite clear yet. In my opinion the cost increase would have more than compensated for the faster throw at vet 2. The increased cost alone is a nerf to molotovs until vet 2. Alternatively, trading more range for a faster throwing animation would have been a well enough trade-off. But having no increased throwing range, increased cost of molotovs and increased cost of oorah seems a tad too much.
Posts: 911
Increased scatter penalties from 1.25 to 2 to match other AI tanks
Which other AI tanks are you adjusting it to? Dont they have larger AOE to compensate?
Walking Stuka
- Health from 320 to 160
- Cost from 390/100 to 360/85
- Build-time from 60 to 45.
- Population from 14 to 12
- AoE distance changed from 2/4/6 to 0.5/5.5/7 (to give more consistent results)
- AoE damage far increased from 0.05 to 0.1
- Added scatter to stuka barrage (mortar)
- Added actual penalties for firing in the FoW
- Reduced damage vs buildings
- Vet2 bonus: ‘Saturation Fire’ ability. Allows the Stuka to attack in a circle rather than a line.
- Vet4 bonus: old Vet5 bonus
Incendiary Rocket barrage
- Available at Vet0
- Cost from 100 to 40
- Cooldown reduced from 150 to 120 (to match HE barrage)
- Shares cooldown with HE barrage
- Dot damage normalized with other flame weapons
Whats the reasoning for the reduction on building damage?
Also is the scatter and in-accuracy unchanged for the incendiary barrage? Is its Dot increased or decreased?
Flak Emplacement
- Weapon is now a copy-paste of FlakHT
- Projectile no longer collides with terrain
- Popcap from 4 to 2
- Hitpoints from 470 to 520
- Crew have a received accuracy modifier of 0.1
Wow, they just fixed the most useless unit in the game. Does the .1 accuracy modifier ensure its immune to sniper fire? Also as much as a OKW fanboi i am. I think copy-pasting this from the flackHT might be too good for its cost (what 20fuel) with its 45 range, 360degree arc.
LE.ig
Will its barrage bug be fixed? The one where you fire a barrage behind a shotblocker and it undershoots the barrage a good 20 range?
Posts: 593
Posts: 3053
Edit: nvm. I'm dumb.
Posts: 25
OKW now begins the match with:
- A kubelwagen
- 320MP starting manpower
So it will be logical consecution to unlock MG-34 like Wehrmacht.
Posts: 62
a lot of buffs given to okw.How so? They got one of their most unique characteristics, the 5 level veterancy, removed. The 2 additional stars are cosmetics now, as most vet 5 OKW units are close to or weaker than their vet 3 allied equivalents.
The KT basically has the same AI potency as the PIV. SturmTiger, no point building it. The stuka is a refurbished PWerfer with even less lethality. The inc ability doesn't tickle MGs as they can still camp inside buildings with one man left.
Posts: 289
whaaaaaat ???? what are you doing ?
Posts: 289
EFA mod but it includes thousands of OKW/OST nerfs? How about calling it "let's destroy the axis factions and hence kill the already shrinking playerbase"?
+1
Posts: 366
Just a little confused. Like the tech cost change through, obers and jagpanzer can come earlier.
Posts: 23
+1
+1 and agree 100% with MarioSilver. You'd think with the flop of DoW3, Relic would be much more concerned about inept "balance" adjustments to their still-existing franchises... but I guess not.
As is, the broad nerfs to Axis are ridiculous against what are essentially buffs to all Soviet units save for DShKA. Especially the removal of FRP for OKW (not even an Eastern Front Army, you frauds!) while USF/UKF retain theirs... complete nonsense.
Posts: 275 | Subs: 1
MedHQ
- Forward retreat point completely removed
Better give FRP to wermaht & sov.
***
LOL WUT. The strongest infantry in game need buff?
Obersoldaten
- Cost from 400 to 340
- Population from 10 to 9
- Upgrades from 60 to 80 munitions (both LMG and STG)
- Reinforce time to 9 from 12.5. Build time to 36 from 50.
Fallschirmjäger
- Have stationary pathfinder-like camouflage at Vet 0
- Population from 8 to 9
- Call-in manpower cost reduced from 440 to 340
All other proposal seem not so bad.
Posts: 289
Posts: 550 | Subs: 1
Posts: 289
MedHQ
- Forward retreat point completely removed
I don't like this idea. Better give FRP to wermaht & sov. All other proposal seem not so bad.
LOL WUT. The strongest game infantry need buff?
Obersoldaten
- Cost from 400 to 340
- Population from 10 to 9
- Upgrades from 60 to 80 munitions (both LMG and STG)
- Reinforce time to 9 from 12.5. Build time to 36 from 50.
Fallschirmjäger
- Have stationary pathfinder-like camouflage at Vet 0
- Population from 8 to 9
- Call-in manpower cost reduced from 440 to 340
+100
Posts: 1217
Meanwhile the Panzer IV gets only a slight penetration buff while the near penetration of the T-34/85 goes down by a whopping 40.
Getting rid of the OKW forward retreat means that there is no reason at all to build the med truck outside of the base... which was kind of the key feature of OKW. Again: Trucks - like the vet - also have been nerfed already.
Tuning down the gun performance versus infantry of the big German tanks also means Germans get further on the backfoot against superior Allied infantry blobs.
Elefant getting a barrage that is only usable between 60 and 70 range? How is that ever going to work?
This is real nerfs to units and "compensating" with the most useless of "buffs".
Frankly big parts of this patch are terrible.
Posts: 223
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