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russian armor

[PERSONAL BALANCED MOD]HOI BALANCE MOD BETA

6 Jan 2018, 11:45 AM
#21
avatar of Vipper

Posts: 13496 | Subs: 1




This is a good suggestion! We can consider the skills that can replace the existing.

This is a time-limited and munition-enabled skill that speeds up the tank and firing rate, but after the end the engine slows down due to overload and the slowing effect is canceled later vet 3.

The ability could still be used to "ram" vehicles.

One can also scale the penetration and chance for critical of "ram" with veterancy and make "ramming speed" ability the vet 1 ability of T-34/76.

6 Jan 2018, 12:27 PM
#22
avatar of JohnSmith

Posts: 1273

Sit down with these dudes and create your own mod together. You, HOI and the community will get loads out of it to influence future balance patches if things go good. :)
6 Jan 2018, 13:46 PM
#23
avatar of -HOI-Irons

Posts: 34

Permanently Banned
jump backJump back to quoted post6 Jan 2018, 11:45 AMVipper

The ability could still be used to "ram" vehicles.

One can also scale the penetration and chance for critical of "ram" with veterancy and make "ramming speed" ability the vet 1 ability of T-34/76.




Yes, we have started to work on it!Thanks:):):)
6 Jan 2018, 14:31 PM
#24
avatar of -HOI-Irons

Posts: 34

Permanently Banned
Sit down with these dudes and create your own mod together. You, HOI and the community will get loads out of it to influence future balance patches if things go good. :)



no problem:D
6 Jan 2018, 16:00 PM
#25
avatar of Vipper

Posts: 13496 | Subs: 1


Yes, we have started to work on it!Thanks:):):)

NP, I can actually give you many ideas or suggestion for a number of things. It might be better via PM thou, some people seem to be envious.
6 Jan 2018, 16:05 PM
#26
avatar of -HOI-Irons

Posts: 34

Permanently Banned
jump backJump back to quoted post6 Jan 2018, 16:00 PMVipper

NP, I can actually give you many ideas or suggestion for a number of things. It might be better via PM thou, some people seem to be envious.



Do what you want to do:):):)
6 Jan 2018, 16:08 PM
#27
avatar of JohnSmith

Posts: 1273

jump backJump back to quoted post6 Jan 2018, 16:00 PMVipper

NP, I can actually give you many ideas or suggestion for a number of things. It might be better via PM thou, some people seem to be envious.


Post them here, I love where this mod is going.
6 Jan 2018, 16:09 PM
#28
avatar of Vipper

Posts: 13496 | Subs: 1



Post them here, I love where this mod is going.

I will give your request the proper consideration, before making up my mind.
7 Jan 2018, 11:04 AM
#29
avatar of Vipper

Posts: 13496 | Subs: 1

My suggestion for improving tank battles would to chances target size and accuracy of vehicles.

For instance TD could be separated to medium TDs and heavy TDs.

Medium TDs would have high accuracy low penetration and they would be could at countering medium tanks.

Heavy TDs would have low accuracy high penetration and would be good at countering super heavies.

One could also add HE/AP round to more or all tanks and even add a low deflection damage to HE so that their still useful when engaging high armor targets
7 Jan 2018, 19:13 PM
#30
avatar of -HOI-Irons

Posts: 34

Permanently Banned
jump backJump back to quoted post7 Jan 2018, 11:04 AMVipper
My suggestion for improving tank battles would to chances target size and accuracy of vehicles.

For instance TD could be separated to medium TDs and heavy TDs.

Medium TDs would have high accuracy low penetration and they would be could at countering medium tanks.

Heavy TDs would have low accuracy high penetration and would be good at countering super heavies.

One could also add HE/AP round to more or all tanks and even add a low deflection damage to HE so that their still useful when engaging high armor targets



I think the tank breakdown rate can get some ideas from yours.

For example, when a heavy tank breaks down a medium tank from the front, it will have more chance of causing damage to the main gun while flapping it from the side may further increase the probability of damage to the engine.

AP:Although this shell has a higher armor properties, but the probability of damage caused by smaller than the average ammunition, whereas the other is more likely to have.
7 Jan 2018, 19:59 PM
#31
avatar of Vipper

Posts: 13496 | Subs: 1

Other suggestion.

Units equipped with the 75mm sort (Stug -E Leig Command panther) use 2 types of fire as the real gun.

Direct fire mod sort range low penetration and some deflection damage.

Assault gun mode (indirect fire mode) more range explosive type similar to current stug -E (toned down probably.

Infantry:
Hit the dirt vet 1 ability for conscripts scaling with veternacy. Ourah removed, At grenade get some range, Molotov replaced by explosive grenade. Role defensive infantry.

Penal cost down 200-220 now comes with 6 Ppsh (around pioneer DPS). ourah scale with veterncny, satchel vet 1 ability scale with veterancy becomes sticky no engine damage. molotov. Role cheap aggressive infantry.
8 Jan 2018, 06:42 AM
#32
avatar of -HOI-Irons

Posts: 34

Permanently Banned
jump backJump back to quoted post7 Jan 2018, 19:59 PMVipper
Other suggestion.

Units equipped with the 75mm sort (Stug -E Leig Command panther) use 2 types of fire as the real gun.

Direct fire mod sort range low penetration and some deflection damage.

Assault gun mode (indirect fire mode) more range explosive type similar to current stug -E (toned down probably.

Infantry:
Hit the dirt vet 1 ability for conscripts scaling with veternacy. Ourah removed, At grenade get some range, Molotov replaced by explosive grenade. Role defensive infantry.

Penal cost down 200-220 now comes with 6 Ppsh (around pioneer DPS). ourah scale with veterncny, satchel vet 1 ability scale with veterancy becomes sticky no engine damage. molotov. Role cheap aggressive infantry.



Yes, Penal should show more about their missions, but it still needs balance
8 Jan 2018, 10:47 AM
#33
avatar of -HOI-Irons

Posts: 34

Permanently Banned
Steam Workshop Link

Hello everyone,we want to publish a balanced mod.Until now this mod is close to the final version.

Welcome to make a valuable opinion!And it is hoped that officials can refer to some of our ideas in the next balance patch.

This work still needs further balance testing so as to make sure that the changes have achieved the desired effect.

I will add more details about this mod later,Thank you again!:):):)


Patch fixed update!

Please re download this mod because of some fatal error in steam workshop, I have to re-publish it

Now Wehrmacht and Soviet pioneer/engineer can spend 150mp 60m to bulid a repair station(needs 6 command points)

strum-pioneer repair ability increase after vet_2(more than before)

next patch we will consider soviet infantry group and British light artillery in the middle of the game.




We made this patch in order to show up these things:

1.We want to improve the role of tanks in the game by improving some of the damage, although the battle between tanks may be almost unchanged from the previous.The purpose of this change is in the 4V4 race.

2.make all units with equal possibility of appearance.(for example before Penal adjust, few people choose them as their main force)

3.Highlight the main tactics and actual conditions of all camps in the historical period(German tanks made well, high-performance, but expensive,Soviet tanks are more suitable for mass production, but the quality of a single tank worse than the German...)


History patch update:

Grenadiers: now needs 260 manpower, accuracy changed to 0.91,40% reinforce cost percentage.

Panzer II luchs now needs 320mp and 75 fuel, 60s to summom.

MG34 hmg supression increase to 0.00015.

Oberkommando West is a little weak in the middle of the game, we change his purpose is not to make this camp too extreme.

ISG: now have 4 aoe circle radius

GrW 34 8cm Light Mortar enabled in Oberkommando West Command Headquarters, need repair engineers upgrade.

Wehrmacht:

Elephant 88mm anti-tank gun danage decrease from 340 to 300.

new ability are preparing for this gun(like jagtiger's), we are discussing.

PanzerGrenadiers: we found these changes do not meet our expectations.so.....

PanzerGrenadiers now back to Leichte Mechanized Kompanie,and stg44 have been returned.

new update: 60munitions get scope, give weapons more accuraty.

Wehrmacht:

We think Grenadiers are so weak in combat, so we want to add squad survivability,but increase manpower cost.

Grenadiers: now needs 260 manpower, accuracy changed to 0.85.

PanzerGrenadiers as great infantry,with anti-infantry and vehicle weapon,but high cost.So we want to them give more chance to show up, and more accurate positioning.

PanzerGrenadiers: now avaliable in Infanterie Kompanie. needs 320 manpower, 40% reinforce cost percentage.

Initial state: 4x kar98k, can be upgrade 4x stg44(100 munitions) or 2xpanzershreck(120m)after finish upgrade battle phase 2.

Leichte Mechanized Kompanie:

The vehicle at this stage is so far so good at the moment,but we still wish armored car sdkfz 222 have better performance in anti-infantry.

SdKfz 222 Armored Car: now need 250 manpower and 40 fuel,with better coaxial mg.

We also want Sdkfz 250/7 half-track join in Leichte Mechanized Kompanie, but it is currently disabled. What about your opinion?

Support Armor Korps:

The units of this stage are usually not very prominent in the later period.They have no more effective means to deal with allied forces.It's time to strengthen them.

StuG 3 G: now need 350mp,100fuel, weapon range increase from 50 to 60.

Panzer IV: 420mp and 120 fuel. armor/rear armor 200/90 and 640 hitpoints,get additional 80 hitpoints after veterency 3.

75mm tank gun: damage 170, penetration far/mid/near 125/130/135

Heavy Panzer Korps:

Panzer V need 560mp,200fuel

armor/rear armor: 320/110

Hitpoints:800,get additional 120 hitpoints after veterency 3

panzer v 75mm tankgun: 180 damage,penetration far/mid/near 220/240/260

aoe radius:2.5

Halftrack incendiary mortar barrage now needs 30 munitions with 3 shots.

Tiger:

armor/rear armor 300/140 hitpoints 1050

88mm tankgun: 200 damage, penetration 220/240/260, reload 5.3-4.7

Tiger Ace:

hitpoints increase to 1200.

Elefhant 88mm gun: damage 340.




Soviet:

The Soviet army is still strong in this version,But as his opponents were strengthened, we think the red army also needed some small gifts.

M1910 MAXIN HMG: now needs 250mp, setup time duration from 3 to 2.

M5 Halftrack quad .50 M2HB: suppression amout:0.0007

t70 45mm tankgun: damage 60, penetration 40/45/50 reload 3-2.5

t34-76: needs 340mp 90fuel, armor 155/75 660 hitpoints

t34-85: needs 440mp 145fuel, armor 170/85 820 hitpoints

su85: needs 400mp 145fuel,armor 160/75 680 hitpoints

su85 85mm anti-tank gun: 165 damage, penetration 240/250/260 4.5s reload

KV1: needs 620mp 100fuel.320/240 armor, 700 hitpoints

kv1 76mm tankgun: 4 aoe radius circle,coaxial mg damage increase to 8.

IS2:640mp and 230 fuel. armor 375/140 armor, 1100 hitpoints

is2 122mm tankgun: 180 damage, 4.5 aoe circle radius, 0.2/0.25/0.3 supression,8.5-8.1 reload times.

ISU-152:now have only 1 152mm howitzer gun, ability not changed.

152mm howitzer gun: penetration 210/230/250, 6.5 aoe cirle radius,0.25/0.3/0.35 supression 10-8 reload times.

B4 is coming back!: 640 damage,12 aoe circle radius.




Oberkommando West

Volkgrenadiers is no advantage in the battle with the infantry, even though as time goes on, obersoldaten will join the battle,but we still want to take care of them.

volksgrenadier mp44 increase damage.

assault pioneer combat upgrade now needs 60 munitions.

Jager light reacon infantry: now needs 400mp with 4x g43.

fallschirmjager now get new ability: assault ambush(likes stromtrooper)

panzerfusilier initial received accuracy now become 0.95

halftrack 251 ir searchlight now needs 150mp/5fuel.

panzer v g needs 500mp/210 fuel, 325/130 armor, 860 hitpoints.

panzer v command: 330/130 armor, 900 hitpoints.

panzer v 75mm tankgun: increase aoe damage(likes Wehrmacht)

strumtiger: 540mp/165 fuel, 240/120 armor, 1300 hitpoints.

strumtiger 380mm rocket launcher: 640 damage,12 aoe cirle radius.



USF:

American infantry usually plays a core role in tactics,We hope riflemen can get more survivability as time goes on.

riflemen received accuracy become 0.75 in 3 veterancy rank.

M5A1 stuart tank gun: 90 damage, 55/60/75 penetration, 2.5 aoe cirle radius.

M8A1 howitzer: somke currently disabled.

M4A3 Sherman: now needs 320mp/100fuel.

M36 Tank Destroyer: 400mp/140fuel, 100/60 armor and 560 hitpoints.

m36 90mm gun: 240 damage, 230/250/270 penetration.

m36 90mm ap gun: 240 damage, 270/300/320 penetration.

T34 calliope: more effective rocket.

P47 Rocket strafe: increase rocket damage.


UKF:

The British tanks are now embarrassed, are we supposed to help them?

cromwell now needs 320mp/110fuel.

comet 77mm tankgun: 50 range distance.

Sherman Firefly anti-tank gun: 240 damage 210/240/260 penetration,11 reload times.

Sherman Firefly rocket: now the first shot have double damage than before.

British avre 290mm mortar: now range distance become 45 after vet 3.


8 Jan 2018, 11:17 AM
#34
avatar of Vipper

Posts: 13496 | Subs: 1

Fully implement a system where drop-able weapon behave differently in the hands of auxiliary mainline and elite infantry.

The current system is inconstant, complicated and unbalanced for particular reason.
8 Jan 2018, 11:20 AM
#35
avatar of -HOI-Irons

Posts: 34

Permanently Banned
jump backJump back to quoted post8 Jan 2018, 11:17 AMVipper
Fully implement a system where drop-able weapon behave differently in the hands of auxiliary mainline and elite infantry.

The current system is inconstant, complicated and unbalanced for particular reason.


In the current program running the engine, including the accuracy of tanks hit infantry and so on are a very complex set of algorithms.

If the official will produce the third generation of this game, I also hope that they can do the Korean war
8 Jan 2018, 11:53 AM
#36
avatar of Vipper

Posts: 13496 | Subs: 1



In the current program running the engine, including the accuracy of tanks hit infantry and so on are a very complex set of algorithms.

If the official will produce the third generation of this game, I also hope that they can do the Korean war

I am not sure you understood me.

Example:
Currently their 3 types of bren weapon one RoE, one for IS and one for commandos.
There are 2 type ober LMG one the use on that other units get if they pick.
conscripts have 1 weapon slot even if Ppsh upgrade Mp44 Vg have none.
Ostruppen have a penalty if they are in cover with a picked up weapon
and so on...

Instead of these complicated rules one could balance the weapons drop-able for mainline infantry and provide a penalty to auxiliary and a bonus elite.
8 Jan 2018, 12:00 PM
#37
avatar of -HOI-Irons

Posts: 34

Permanently Banned
jump backJump back to quoted post8 Jan 2018, 11:53 AMVipper

I am not sure you understood me.

Example:
Currently their 3 types of bren weapon one RoE, one for IS and one for commandos.
There are 2 type ober LMG one the use on that other units get if they pick.
conscripts have 1 weapon slot even if Ppsh upgrade Mp44 Vg have none.
Ostruppen have a penalty if they are in cover with a picked up weapon
and so on...

Instead of these complicated rules one could balance the weapons drop-able for mainline infantry and provide a penalty to auxiliary and a bonus elite.


I understood.

for example, grenadier with 1 lmg42 can fight against rifilemen with 2 bar at long range.

If you want infantry weapons to have a uniform rule, you have to rebalance the data of various infantry weapons, which will be a big undertaking.
8 Jan 2018, 12:45 PM
#38
avatar of Vipper

Posts: 13496 | Subs: 1



I understood.

for example, grenadier with 1 lmg42 can fight against rifilemen with 2 bar at long range.

If you want infantry weapons to have a uniform rule, you have to rebalance the data of various infantry weapons, which will be a big undertaking.

Maybe I was not clear enough.

A riflemen can pick a bar so can a Re and they are the same weapon, a Ro.E. can pick a bren and IS also but they are different weapons.

By vet 1 the bar in the hand of Re becomes more powerful than at the hands of Riflemen because they get a accuracy bonus.

All weapon should be the same at hands of mainline infantry better in the hands of elite infantry (have bonuses) and worse at the hands of auxiliary troops.
8 Jan 2018, 13:46 PM
#39
avatar of -HOI-Irons

Posts: 34

Permanently Banned
jump backJump back to quoted post8 Jan 2018, 12:45 PMVipper

Maybe I was not clear enough.

A riflemen can pick a bar so can a Re and they are the same weapon, a Ro.E. can pick a bren and IS also but they are different weapons.

By vet 1 the bar in the hand of Re becomes more powerful than at the hands of Riflemen because they get a accuracy bonus.

All weapon should be the same at hands of mainline infantry better in the hands of elite infantry (have bonuses) and worse at the hands of auxiliary troops.


Are you trying to give each infantry the right to choose your own weapon?
8 Jan 2018, 14:15 PM
#40
avatar of Vipper

Posts: 13496 | Subs: 1



Are you trying to give each infantry the right to choose your own weapon?

No.

lets say UKF use their half-truck and drop weapons any ally infantry can pick them up. That make certain units OP. If the same weapon picked performed different for ea ch units type (engineers, mainline infantry, elite)thing would be far more balanced.

Imo things would be even better if generally allied drop-able weapon become cheaper but less effective similar to guards DP's.
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