good job vipper for this topic. you help to improve the game when making serious posts!
Thanks you. I it a nice changes to receive credits and not flak when you are trying to help.
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good job vipper for this topic. you help to improve the game when making serious posts!
Posts: 367
Thanks you. I it a nice changes to receive credits and not flak when you are trying to help.
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If i may be so bold;
Grens cost the same to build, but more to reinforce, they get the rifle nade and the faust, they also get the med kit and can build bunkers. They are a 4 man squad.
In Con-trast (sorry) Cost the same, less to reinforce, they get the molo and AT nade, they get merge (arguably better than the med kit) and they can build sandbags, while also getting 6 man squads.
At this point Grens and cons are somewhat on par, balanced but not the same. The difference comes from the MG42 which makes Grens better, but also costs 60 muni.
By making Cons compete pretty well vs Grens with an LMG you risk making grens just as useless in the late game as cons are now.
And that buying back cons late game being fruitless argument does run true, but for all factions as well. Vet 0 rifles are total trash vs vet 5 cons etc etc. Why should cons be different?
I worry that with doctrines that give manpower free Cons, or give cons PPSH's or PTRS's or simply by allowing a player to gain significant map control with cons alone, you reopen the can of worms we closed before; that of light vehicle rushs that leads OST players into picking mobile assault 90% of the time because they cant compete in the early game.
Hopefully you can fix the problem earlier, and i can play some more and see how it plays out, but preliminary thoughts of my are mostly that a simple dps/combat buff throws so many other balance points out of whack. A more creative solution may been a better option. Alternatively allow them to upgrade 3 or so SVT rifles at some point, so they have to pay muni to be good as well...
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yeah and mr smith thanked you to.
alot of people flame, and attack the people that work on patch, witout realy traying to help.
you bring numbers, ideas, u willing to help. and that is great!
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Credits and Thank you, must go to everyone involved in the patch (regardless if we like the outcome or not.)
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Cons 6 men are on a more packed formation than Grenadiers though, and they are being targeted by the OST mortar and the OST sniper.
4-man grenadiers will also be able to use a garrison much better than 6-men conscripts
Vet0 Cons will still struggle a lot vs vet0 Grenadiers. It's only after veterancy has taken effect (and after Conscripts have burned countless of MU doing oorah, and being bled quite a lot closing in) that they will reach Vet3; and then they deserve being equals.
That's because a 6-man Conscript squad, in the end still costs the same to reinforce as a 4-man Grenadier squad.
You can always buy a double-bar from your racks as USF on your Vet0 riflemen. You will be on the backfoot for sure; but your rifleman squad won't be completely useless.
If you throw a Vet0 live-version conscript in the fight, that squad is going to bleed you like crazy until it can have an effect.
Mosin nagant DPS curves won't change anything with respect to PPSH or PTRS changes. That's because those slot items will override Mosins.
The only thing that will change PPSH/PTRS performance is veterancy changes. With that, we ensure that every veterancy change we put in is taken out of the slot item (that was the main reason why PPSH accuracy was decreased).
By adding stuff that doesn't translate directly on the weapons at hand (e.g., reinforcement cost), it won't be easy to think of a compensating nerf to keep those upgrades at hand.
DPS curve is really the safest change we can do with respect to scaling.
I think it's worth trying to explore an avenue where not every mainline infantry gets access to upgrades and AT grenades. No matter how much we homogenise mainline infantry, faction doctrines have been designed with a different intent, and 2/3rds of Soviet infantry with elite infantry will face issues when Conscripts can finally hold the frontline and also perform an assault role.
The moment we give Conscripts weapon upgrades, is also probably the moment that Molotovs will have to be removed immediately (else its Rifle Company flamers v2.0), and that will give us a completely radically different design from what we started with.
The reason I think it's a good idea to look at DPS curves is because we've seen this work just fine for the Revamp mode.
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Cons 6 men are on a more packed formation than Grenadiers though, and they are being targeted by the OST mortar and the OST sniper.
If you throw a Vet0 live-version conscript in the fight, that squad is going to bleed you like crazy until it can have an effect.
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...
Thanks for creating the thread.
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Posts: 2742
Its impossible to quantify, that's why these changes need to be battle tested with as many good players as possible.
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That's because upgraded infantry pay the munitions costs once during the lifetime of the game and they get good mileage out of their weapons. Conscripts trickle munitions off steadily throughout the game. Our goal is to have both types of performance enhancements (upgrades and temporary buffs) on par with each other.
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Linear DPS isn't a problem per se for relative positioning. In fact even flat DPS isn't a problem per se.
Posts: 2636 | Subs: 17
Linear DPS curves are not good for a number of reason.
The weapon performance remains the constant with range thus a player does not benefit or loses from changing range.
Fights between weapon of the same type notice differences only at max and minimum ranges (the ratio dps curve is of the second degree or flat).
By using actual curves (ok they are might not be real curves) not straight lines one can amplify the affect of range giving more bigger benefit for repositioning their troops and counterweighting the drawbacks (moving out of cover, drop of DPS on the move,...) of doing so. Which lead to more fluid game and less static.
Pls stop changing DPS curves to linear (Penals/conscripts).
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I don't see how this applies to linear DPS; you move closer you deal more damage (or the opposite for LMGs). Tank accuracy and penetration curves are linear too.
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I don't see how this applies to linear DPS; you move closer you deal more damage (or the opposite for LMGs). Tank accuracy and penetration curves are linear too.
Posts: 2636 | Subs: 17
I did not say that you do not do more damage but the ratio of range to damage remains the same.
If you opponent is also using the same type of weapon the curves will rather parallel and the benefit from changing range will be minimal.
In patch the curve Mosin/K98 remains about the same from ranges 10 to 35, while in the old curves conscripts would do better around 25 range and thus had a reason to move to that range.
Now the only benefit from moving to range 10.
By creating a curve that boost's conscript's DPS around 15-20 things will become more interesting, since the molotov synergy improves.
Posts: 2066
If Conscripts are fighting K98 all the time, then what you say would be interesting. However, Mosin vs Kar98 is a transition period in the early game until weapon upgrades start popping up (STGs, G43, LMG). Past that point, Conscripts still need a range where they are still useful.
Nevertheless Mosin vs K98 still have different curves, even if you just boost the far accuracy.
We can't boost Conscript's mid-range, which is a strong point without risking debalancing everything.
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If Conscripts are fighting K98 all the time, then what you say would be interesting. However, Mosin vs Kar98 is a transition period in the early game until weapon upgrades start popping up (STGs, G43, LMG). Past that point, Conscripts still need a range where they are still useful.
Nevertheless Mosin vs K98 still have different curves, even if you just boost the far accuracy.
We can't boost Conscript's mid-range, which is a strong point without risking debalancing everything.
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Is it possible to give Cons non doc ppsh? Or is relic not into that kind of change? This would bypass their need for damage adjustment in the closer ranges and would simply give a choice between close or longer range dps functionality.
Posts: 2066
PPsh is a bad option because smgs and bolt action do not mix well (unless all mosin are replaced).
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