Why is my post to dopeWhore invisi'd while he's able to continue trolling the mod makers?
Get real.
There is a Report button. This thread is too large and too active so mods and go can't read through every single thread!
Posts: 5441 | Subs: 36
Why is my post to dopeWhore invisi'd while he's able to continue trolling the mod makers?
Get real.
Posts: 317
Building a mod with just those features is, quite simply, a complete waste of time. That's because, even if the changes are reasonable, there's nothing interesting to test.
FRPs and Call-ins, sure; everybody knows those need a nerf.
Repair speeds? The only way to test this is playing a game and counting the seconds until your tanks are back online.
Emplacements? To test them, you need to find somebody that builds emplacements, and somebody that loves playing against emplacements. I don't know of anybody like that.
[...]+rest
Posts: 2272 | Subs: 1
Brace
- Duration reduced from 30 to 5
Posts: 4301 | Subs: 2
...
Posts: 2636 | Subs: 17
Posts: 13496 | Subs: 1
(neither OST nor OKW infantry has changed since then).
Posts: 393
If you suspect an OKW zeroing artillery nuke (e.g., if you see LeFH's and the enemy hoarding munitions) consider packing up and selling for scraps. Nobody will ever use zeroing artillery vs singular mortar pits. On the other hand, the armagedon effect will, hopefully, continue to incentivise people not to do sim city.
You gain nothing by blobbing your emplacements anymore (e.g., FRP aura removed); except maybe for reducing the amount of territory you need to protect.
With respect to emplacements in the mod, we've found a few bugs; namely that the extra HP on the second mortar doesn't apply etc. In the next version, we will also be trialing reduced hitboxes for mortar pit/17 pounder and see if that addresses some of their main durability issues.
Posts: 3053
You make a fair point. While this would have been a major problem in the live version, being able to pack up does reward those who can read the wind. That way it isn't as painful, even if you do lose the veterancy. Though it would be nice if Trenches themselves could be more resistant to that ability to at least maintain some kind of foothold.
In my defense though, I won't go beyond 30 Pop Cap towards emplacements in any given match. Beyond that and you are a sitting duck. I'd go with Mortar Pit first and later a Bofors or a 17 Pounder. Everything else in my defensive line is a mobile unit inside a trench or on the flanks. I don't consider it blobbing.
That being said, the Mortar Pit's auto-fire range decrease is going to make people build it closer to their other emplacements. My normal, idea layout involved placing the Mortar pit behind the Forward Supply Station, the 17 Pounder/Bofors on the outer limit of the aura facing the enemy and Trenches about 20 Range in front of that.
While I do still feel the armour increase is the way to go for both the Mortar Pit and 17 Pounder, I will look forward to testing your way first with the target sizes. That and re-test the Mortar Pit durability after the upgrade bugfix.
Posts: 393
Posts: 2066
Posts: 13496 | Subs: 1
Posts: 2636 | Subs: 17
You make a fair point. While this would have been a major problem in the live version, being able to pack up does reward those who can read the wind. That way it isn't as painful, even if you do lose the veterancy. Though it would be nice if Trenches themselves could be more resistant to that ability to at least maintain some kind of foothold.
In my defense though, I won't go beyond 30 Pop Cap towards emplacements in any given match. Beyond that and you are a sitting duck. I'd go with Mortar Pit first and later a Bofors or a 17 Pounder. Everything else in my defensive line is a mobile unit inside a trench or on the flanks. I don't consider it blobbing.
That being said, the Mortar Pit's auto-fire range decrease is going to make people build it closer to their other emplacements. My normal, idea layout involved placing the Mortar pit behind the Forward Supply Station, the 17 Pounder/Bofors on the outer limit of the aura facing the enemy and Trenches about 20 Range in front of that.
While I do still feel the armour increase is the way to go for both the Mortar Pit and 17 Pounder, I will look forward to testing your way first with the target sizes. That and re-test the Mortar Pit durability after the upgrade bugfix.
I would suggest removing sandbags and trenches from tommies or at least have the require T2 (same goes for all most mainline infantry).
Only units like the live conscripts should be able to built heavy cover.
"Heavy Gammon bomb
- Cost to 45MU
- Damage now on par with Soviet satchel"
Price is too low since it more cost efficient than base line which is bundle grenade.
"WASP
- Cost/delay from 90MU/20 secs to 70MU/50 secs
- Now also reduces received experience by a factor of 0.5
- Increased number of dots from 1 to 2 per shot
- Garrison damage multiplier from 1.25 to 1"
Have vehicle flamer work as hand held and make DOT as an ability. That will help balance flamer vehicles.
"Heavy Sappers upgrade
We find that the trade-offs involved in the upgrade are too extreme making counterplay options too narrow. This limits the number of strategies possible both by the British player and those by their opponents.
- From +100% construction +30% construction speed
- From +1 armour to +0.25
- From posture penalty to -25% speed
- Vickers_K now takes 1 slot item
- (see repairs for repair speed changes)"
There is no reason for upgrade to give both fighting and repair bonuses especially since R.Eng. is far more cost efficient that the baseline pioneers.
Either separate into to 2 different upgrades one as fighting unit 1 repair unit or chose between one upgrade.
"Brit Sniper
We feel that using the 25 pounders shouldn’t be as available to the Sniper, given 25 pounder increased potency.
- No longer benefits from RA cover bonus
- Now requires Veterancy 1 to use 25-pounders
- Marker flare range reduced from 35 to 30"
Most stun have been fixed so should sniper shots vs unturreted vehicles.
"Mills Bombs
We feel that Mills Bombs are very often skipped. We feel that the primary reason for this is the disparity of Manpower Costs between mainline teching and optional upgrades.
- MP cost reduced from 150MP to 80MP
- Now required for Comet/Churchill grenades"
Grenades should simply be removed from Comet. Thee is no reason why such a fast tank that can destroy pak from distance with WP should also get sort range grenades.
Posts: 13496 | Subs: 1
Tommies require cover to function; especially in the late-game. If they don't require cover to do so, we'll make them. We just want to focus on fixing emplacements first.
The baseline for the Heavy Gammon bomb is the satchel, towards which it has been normalized. Bundle grenades have a 40MU cost, a significantly longer throw range, and a significantly shorter fuse time. If you are losing infantry models to satchels/heavy gammon bombs that's more down to negligence than anything else.
WASP doesn't have a retreat button, unlike engineer squads. You can see one coming from a mile away, and 50 seconds of build-up time is more than enough to make preparations for it. Either get a raketenwerfer or plan to get a Vet1 MG.
All flamer upgrades actually do give repair AND fighting utility to the engineers that affect them.
For EFA, we kept their repair speeds intact (1.6 at Vet0, +1 at Vet2). Flamers make it a near guarantee you will hit Vet2 and, therefore get repairs. EFA minesweeper engineers aren't that fortunate; with high probability they will not hit Vet2.
For WFA, we assumed that half EFA engineers will hit Vet2 and half of them will not. Therefore, for WFA we gave the same Vet0 repair speed as EFA, but cut Vet2 repair speed bonus to half.
The Heavy sapper bonus makes it so that a 4-man Vet2 heavy sapper will repair at the same speed as a 4-man vet2 EFA engineer. The 5-man upgrade inflates Sapper cost to 236MP, which makes it kinda fair.
Have you actually used the Comet in-game vs the new OKW and the new OST? Does it really require additional nerfs?
Posts: 2636 | Subs: 17
Grenadiers need heavy cover more and they do not get, Osttruppen also. Having too much utility on mainline infantry is actually bad designs since it leaves little room for other units.
If ones moves trenches and sandbags to R.Eng., tommies will still have access to them in late game but they will be unable to lock sector early when anti-cover/anti-garrison options are not available.
Actually it is not about me its about being able to continuously stun a tank with gammon bombs from 2 tommies squads.
These abilities can be used against infantry/fortification and vehicles for little more cost than bundle grenade. They are simply too cost efficient.
And flamer engineer do get pinned and lose models on approach to garrison. WASP can use the flamer behind shot blockers and so no you might not actually see it coming. My suggestion has is not limited to Wasp but to all flamer vehicles. They can be balanced far better if the DOT is available as an ability and not always on.
Flamer do not give any repair bonus to engineers it is the veterancy that gives it to them. And that also should change engineers should either be good at fighting or repairing not at both.
It is not a matter of a nerf it matter of being able to counter ATGs that should actually be able to hard counter a Main battle tank. Grenades as an ability is not need on MBT it is under-performing it should receive other buff and not abilities that allow it to charge on atgs.
2 | |||||
1 | |||||
1 |