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Ægion's Post DBP Experimental changes patch

13 Jan 2018, 18:24 PM
#1
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2

http://steamcommunity.com/sharedfiles/filedetails/?id=1265728312

As we all know that the DBP does not fix everything, nor should it. With the amount of changes, it is best to let the dust settle once the patch is finalized. This mod eyes to cover more doctrines as well trying to improve upon some non doctrinal units, and Brit early teching and five man squads.


General
1. Remove abandoned vehicles on death from the game

Soviets
T0

1. Combat Engineers
With the western engineers being an actually effective in combat without need of flamethrower and the fact combat engineers are basically a prework 4-man conscript squad. I have reworked them to be a nondoctrinal CQB unit. While they cannot run up to a unit in an open field they have a good amount of fire power to engage a unit that it flanks. Additionally, in order to help prevent flamer clown car cheese, the flamer upgrade will be locked behind Molotov tech.
  • Now equipped PPSHs equal to Ostheer’s Assault Grenadier
  • Cost increased from 170 to 220
  • Flamethrower locked behind Molotov tech


T1
1. Non-Doctrinal M42 now available
- Has increased anti tank/vehicle capability.
2. M3 Scout Car
  • Vet one changed to passive capture



Doctrinal
1. Guards (Affects all except M3 Assault Guards)
I was never a huge fan of how guards are generally good at everything. Separating the PTRS and DP-28s would allow them to have a more focused role while still able to engage the other role.
  • PTRS are no longer come upgraded with PTRS
  • DP-28 and PTRS are exclusive from each other
  • Slot inventory size decreased from 4 to 2
  • Button cost reduced from 70 to 30


2. Vehicle Crew Repair Training (affects Guard Moto Coordination, Soviet Industry and Armored Assault)
Out of the three doctrinal repairs for Soviets this is by far the weakest. I have replaced it with a new and more powerful ability that fits in all of these armored based commanders.

  • Ability replaced with Soviet War Machine
  • Cost 200 Munitions
  • Duration 120 Seconds
  • Up to three lost tanks are replaced with Green Soviets Reserve T34/76

    • -Same as regular T34/76s except with the following changes
      -Unable to vet up
      -Health reduced to 400 from 640
      -Regular T34/76s now has hulls extras on to help differentiate between the two.



3. 120mm Mortar
Reduce the crew from 6 to 4

4. Rapid Conscription
Now also conveys faster reinforcing times for the duration

5. Partisans Tactics
Combining and standardizing partisans would help improve their versatility. Additionally, I will be trying out a different way how they would receive their equipment.

  • Partisan AT (Affects all doctrines)
  • CP reduced from 2 to 1
  • Cost remains a 270
  • Now a five man squad armed with bolt action rifles equal to guards
  • Target size .95
  • have the Molotov ability (requires research)
  • have the AT grenade ability (requires research)
  • Can be upgraded with STGs
  • Can be upgraded with a panzerscherck



  • Partisan AI
    • Replaced with PMDc-6
    • Able to be laid by Partisans



6. Anti-Infantry Tactics
The Doctrines Terror Tactics, Anti-Infantry Tactics, and Shock Rifle Frontline Tactics has Three overlapping abilities making them too similar so a small rework should be in order.

Shock Rifle Frontline Tactics
-Shocks
-AT gun Ambush
-Incendiary Artillery Barrage
-KV8
-IS2

Anti-Infantry Tactics
-Shocks
-recon overflight
-fear propganda
-Incendiary Artillery Barrage
-KV8

Terror Tactics
-Shocks
-fear propganda

-Ml-20
-KV8
-IL-2 Bombing Strike

Changing Anti-Infantry Tactics to something more unique and new is my solution.
2 CP: Dshk 38 HMG
4 CP: Recon Overflight
7 CP: Incendiary Barrage
8 CP: KV-1
10 CP: Scorched Earth Policy
  • Overwatch action
  • Mortar barrages called in on enemy units friendly territory


7. NKVD Rifle Disruption Tactics
This doctrinal has too many munitions ability to be any real effect. This doctrine is being reworked.
0 CP: Radio Intercept
1 CP: Commissar Officer squad
  • Limit to one
  • 5 man squad
    • One commissar
    • 4 no caped guards

  • Cost 300
    • Aura ability


1 CP: Partisans (same as above)
This unit is the Disruption Unit
6 CP: Penal Reserves
  • Similar to Rapid Conscription
  • Greater Munitions cost: 200

6 CP: Fear Propaganda
10 CP: Scorched Earth Policy

8. Soviet Shock Army
This doctrine has way too many overlapping abilities, so a rework is in order
2 CP: 120mm Mortar
3 CP: Advance Shock Assault Group
  • 4 Man
  • Are equipped with DP 28s equal to FG42s
  • Come loaded in a M3 Scout Car
  • 540 Manpower/20 Fuel

3 CP: PPSHs
12 CP: Il-2 Loiter
14 CP: KV-2

9.Lend Lease
Before this doctrine had very little to do with USF weapons, this has been changed to be more thematically correct.

0 CP: M4C
0 CP: Frontoviki Conscripts
  • Five man squad with Penal SVTs
  • .97 Target Size
  • Able to use AT Grenades ( require Research)
  • Can be upgraded with a Bazooka
  • Can Be upgraded with two Thompsons

2 CP: M2HB 50 Cal
4 CP: Allied Supply Drop
5 CP: Conscript repairs

Ostheer

T0

1. Pioneers
In the current state pioneers are too weak. Even with absolute perfect engagements they have hard time with even winning those fights. With Grenadiers locked behind a little initial teching and the MG 42 is a must have. To help diversify initial builds to allow more aggressive play styles buffing the pioneers is a must. This buff will allow also defensive play style allowing pioneers to help protect the flanks.
  • MP 40s equal to Ostheer’s Assault Grenadier MP40s
  • Cost increased from 200 to 220
  • Flamethrower locked behind Battlephase one


T1
1. Pak 36 Added
-Equal to the M42

2. Sniper
-Now requires Battle Phase 1

T2

1. Non-Doctrinal Puma
This will help Ostheer to fight other light vehicles and perhaps make T3 play more attractive

2. 222
With my purposed additional with the puma the 222 could be reverted back to a 221 without the auto cannon upgrade. The Autocannon would still be available to help counter the initial vehicles.
  • No longer comes upgraded with the autocannon
  • Fuel Cost reduced to 15 from 30
  • Autocannon upgrade cost set at 50 munitions


Doctrines

1. Defensive Doctrine
With the additions of the trench doctrinal slot I would not mind seeing the tank traps included. This will allow an additional slot to open up. For this slot I propose a build-able short barrel Panzer 4. This will pair greatly with hull down and the PaK 43 can cover the Anti-tank assets. I would make it buildable in T0 but require Battlephase 2. This should match its time and effectiveness while not limiting the player either T3 or T4.


2. Mobile Defense
  • Osttruppen Reserves
    With the changes to the Osttruppen Doctrine, Mobile should follow suit
    -Replace with standard Osttruppen
  • Puma Call-in
    -Replaced with Short Barrel P4s
  • Counterattack
    This underwhelming ability has very little impact.
    -Now also reduces reinforcement times for the duration


3. Elite Troops Doctrine
  • Tiger Ace
    It is hard to balance this ability, so it would not be underperforming or over performing.
    -Tiger Ace now starts out like any other tiger thought it has King Tiger Style of Veterancy
    -Spearhead is available at vet 3
    -Passively gain EXP

    4. Mechanized Assault Doctrine
    • Assault Grenadiers
      With my Pioneers changes Assault Grenadiers would be in a bad position so here are my proposed changes
      • Assault Pioneers
        -A Pioneer upgrade that increases the squad size by one and allows access to a Stick Grenade
        -100 manpower
      • Mechanized Assault Group (affects German Mech)
        With the cost and timing, I would adjust this to be more adaptable to different play styles.
        -The Squad garrison is now and Urban Assault Grenadier
      • 4 man squad that is armed with MP 40s and a LMG 34. Able to through satchel charges.
        -Cost 400 Manpower
        -2 CP
        -Armor and health adjusted to match counterparts
        -Able to garrison mortars





    5. Blitzkrieg Doctrine
    While all the abilities are good by themselves they do not have an real synergy so a rework should be in order. Gotta go fast! This is what the doctrine to me sounds like. Historically this meant with Vehicles, so this should be focused on fast and aggressive vehicles.
    0 CP: Panzer 4 F1 (Same as above)
    0 CP: Assault Pioneers (Same as above)
    0 CP: Vehicle breakthrough
    7 CP: Tungsten Rounds
    This will allow the Panzer 4 to help punch above their weight.
    • individual Time ability
    • equal to OKW Heat Rounds

    10 CP: Command Panther

    6. German Infantry
    In comparison, Jaeger Infantry is camouflage and ambushed while German Infantry should be focused on open combat. Idea behind this is a "Rifle Company' for Ostheer.

    1 CP: Entrenching tools
    2 CP: Assault officer
    3 CP: Jaeger Commander Squad
    4 CP: Fast March
    6 CP: Relif Infantry

    7. Encirclement
    0 CP: Vehicle Break Through
    0 CP: Ambush Camoflauge
    2 CP: Storm Troopers (affects all variants)
    Stormtroopers never really felt unique so they have been completely reworked to make them unique.
    • Cost 280 manpower)
    • No longer automatically comes with camouflage
    • Upon spawning, they have 30 seconds of camoflauge
    • Can be upgraded with Ambush Camo
    • Can be upgraded with PzB 39s
    • Can be upgraded with MP 41s(r)
    • Can throw cooked stick grenades

    10 CP: Command Panther
    12 CP: Sector Artiliery

    Storm Doctine
    Regal AT mine replaced with Storm Troopers

    Close Air Support
    All air strikes are now Single Aircraft loiter variants
    Stuka dive bomb loiter now drops smaller bombs



USF
Teching for OKW and USF in the live game is poorly designed. The problem with both is the fact there are only two levels of teching to reach the final tier. The items in their respective tiers either arrive too late or too early. The teching is now Linear. Additionally the doctrinal and non doctrinal units are getting shuffled around.
  • T0
    -Riflemen, Rear Echelon, Ambulance
  • LT (200 manpower 40 Fuel)
    -Pack Howie, AT gun, HMG, M20
  • Capt (200 Manpower 40 Fuel) [Requires LT]
    -Stuart, M15, M10, and M3
  • Major (200 Manpower 80 Fuel)
    -Sherman 76, Jackson

    Riflemen's Target Size has be increased from .97 to 1

    The M20 Mine are no longer Tread busters, but now they are the same as Riflemen Mines.

    LT and Captain are now one man squads that can merge and upgrade a riflemen or rear echelon. They also can not be replaced.

    Armor

    0 CP: Armored Reserves
    • Sherman (75) 340 Manpower 100 Fuel
      • HE rounds moved to Vet 1
      • Can be upgraded to a Dozer

    • Sherman (105)340 Manpower 100 Fuel
      • Can now go into siege mode like a KV 2
      • Can be upgraded to a Dozer


    0 CP: Assault Engies
    2 CP: With Draw and Refit
    2 CP: Thompson upgrade
    -Rear Echelon, Riflemen, and Assault Engines can be upgrade with two Thompson
    8 CP: 240mm Arty

    Airborne
    HMG drop now costs 75 Mun
    AT gun drop now cost 100 Mun

    Rifle Company
    0 CP: Riflemen field Defence
    0 CP: E8
    2 CP: Advance Riflemen Training
    • Allows for fire it up
    • Riflemen now throw cooked grenades
    • Riflemen can now use flares

    2 CP: Thompsons
    6 CP: WP Arty

    Mechanized
    0 CP: Raid
    1 CP: WC51 Assault Group
    • Assault Engies Loaded in a WC51
    • WC 51 can be upgraded to either a Command truck or have an MG
    • Command Truck allows access to the 155mm arty and Mark Target

    2 CP: Withdraw and Refit
    4 CP: Combined Arms
    6 CP: M8 Scott

    Tactical Support
    M5 replaced with an M7 HMC


    OKW
    Like USF, the Lack of teching tiers creates problems in proper timing of assets in the tiers. Additionally the tiers costs are directly correlated to the King Tiger. I redid the teching to allow for proper timing and costs for the units with in.

    T0
    Volks, Sturmpios, Kubal
    T0.5 (200 Manpower 30 Fuel)
    MG34, Rakenwerfer, and SWS Halftracks
    T1
    Lieg, Flak HT, IR HT, Panzer Jaegers
    T2 (Does not require T1)
    Luchs, Puma, Stuka HT
    T3 (200 Manpower 70 Fuel)
    P4, Jag Panzer, Obers
    Panther replaces the King tiger spot of requiring all HQs

    T0
    Now has a medic research
    Now has a T0.5 Research to allow proper timings and dispatches an SWS HT

    Volks CQC upgrade is now non doctrinal
    All other upgrades are doctrinal

    Sturmpios no longer have their schreck upgrade

    T1
    Panzer Jaegers are added
    This is an four man squad with two panzerschecks

    Retreat and medic upgrade are now combine for 200 manpower and 25 fuel.

    T3
    The Panzer four is now a Short barreled variant
    The gun has be reworked so the damage/armor allows it to be on equal footing vs T34/76 (gun changes affect Ostheer's Short barrled P4)
    Cost now 300 Manpower/ 90 Fuel

    Special Operations
    Radio Silence on conveys temporary stealth in infantry as well
    Cost increased to 100

    IR STGs now convey the standard STGs upgrade to Volks

    Luftwaffe Ground Forces
    Valiant Assault is now a passive
    It allows Sturmpios to be upgraded with an LMG 42
    It Allows Volks to be ungraded with an FG42
    Both Upgrades convey a Sprint Ability

    Breakthrough
    Sturm Officer is now a one man squad that costs 150

    Panzerfusslier is now an squad size upgrade for volks
    Additionally it conveys sight range as well.

    Elite Armor
    Emergency repairs will also allow volks to repair vehicles and structures.
    Volks can be upgraded for better repairs as well as plus .1 Armor

    Sturmtiger replaced with a King Tiger Call in
    15 CP

    Feuersturm
    Flamethrower and Lieg Barrage merged

    Now allows the production of Lefh 18s with access to incendiary barrages.


    UKF

    The five-man squad upgrade is the most powerful upgrade in the game. I am quite satisfied with my previous mod that adjusted. Here is what I did:
    • Researching Bolster Squad Upgrade now only unlocks officer upgrades for Infantry Sections, Sappers, and Commandos units which increases the squad size by one and add an ability.
    • The Officer is equipped with the same weapon as the rest of the squad and has the same target values
    • Officers do not themselves to be alive to use the granted abilities.
    • Maximum one officer per squad
      • Infantry Section
        • Medical Officer
          1. Adds one Medic model
          2. Adds a passive healing aura for when the squad is out of combat
          3. (The medical supply upgrade is removed from the game)
          4. 100 manpower
        • Artillery Officer
          1. Adds one commando/artillery officer model
          2. Adds the Coordinated fire operation grenade marker ability
          3. Increase sight range
          4. (Pyrotechnics upgrade is removed from the game)
          5. 100 munitions

      • Sapper
        • Medical Officer
          1. Adds one Medic model
          2. Adds a passive healing aura for when the squad is out of combat
          3. (The medical supply upgrade is removed from the game)
          4. 100 manpower
        • Heavy Engineer
          1. Adds one commando/artillery officer model
          2. Adds everything that Heavy Engineers would
          3. (replaces the Standard Heavy Engineer upgrade)
          4. 100 munitions






    • Infantry Section
    • Target Size reduced to .9 from .8
    • Cost decreased from 280 to 270
    • Reinforcement cost increased from 28 to 30
    • Ability to build trenches now moved to Royal Engineers
    • No longer the initial unit, now it is a Royal Engineer squad

      Vickers
    • Moved to T1

      Royal Engineers
    • Moved to T0



    Hammer, Anvil, Bofors, and AEC

    The timing of the Bofors and the AEC is a bit too early while increasing the fuel cost for the teching options would stall the main line teching by too much. By making Bofors and AEC tied to Hammer and Anvil their timings would become more correct while it being side teching in the early game, it would become forward teching in the late game. This means researching hammer and anvil in T1 would delay Cromwells, Centaurs, and Fireflies, it would not delay Comets, and Churchills.

    1. Hammer and Anvil are now in T1
    2. Neither deny each other when researched
    3. Bofors and AEC research removed
    4. Bofors now require Anvil
    5. AEC requires Hammer
    6. Both fuel cost changed from 50 fuel to 40 fuel to match counterparts

    Doctrines
    1. Royal Artillery

  • Valentine
    - Main gun Damage increased from 80 to 120

    2. Churchill Crocodile
  • Main gun Damage increased from 80 to 160

    3. Tactical Support Regiment

  • Field Recovery Operation
    - Only one Engineer is spawned
    - Does not automatically come with a mine sweeper
    So the player can make this unit more combat oriented
    - Cost reduced from 450 to 300
    - CP reduced from 4 to 2

  • Artillery over watch
    -Now conveys base artillery barrages as well.

  • Forward HQ
    Needs changed or reworked it is expensive and has a lack of targets. By the time someone uses this ability, the field already has garrisons destroyed, garrison destroying units and want to use the fuel to field tanks.
    -Replaced with a Valentine call in

    4. Special Weapons

  • Tank Hunters
    I never really understood why this was its own unit and not just an upgrade for them.
    - Now an upgrade for regular infantry section
    - It adds two boys AT rifles
    - (requires both weapon slots)
    - Additionally it conveys a vickers LMG upgrade to the squad
  • The Heat Grenade is now non-doctrinal available to infantry sections if they have Mills bombs researched

  • Repsupply halftrack
    replaced with a Smoke Barrage


    5. Advance Emplacement

  • Defensive Operation
    -Infantry section are now only allowed to build a light mortar pit, MG nests, and slit trenches


  • Precision Barrage
    It can be a bit BS for this doctrine has a counter to its counter, so why not let them play the same game of arty.
    - Now only allows of building 25 Pounders
    - In comparison of LefH 18s, they have less range but they can come out sooner at 6 cps vs 8
    - Are affected by coordinated fire operations
    - Can use counter barrages with extended range
    - Can use standard barrages or creeping smoke barrages

    If you see any bugs, or see anything patch notes missed let me know.
18 Mar 2018, 08:28 AM
#2
avatar of Harry

Posts: 159

Okay, before I can tell you my personal opinions about your mod. Here are something I want to warn(I couldn't find any word better than this. Please forgive me if it makes you upset) you:
1. Do not ever build a balance mod base on your PERSONAL FAVOURITE. You have mentioned something like "I am not a big fan of ..." several times in the post above.
2. Please stop trying to make up new units. Just take a look at how many new units did make into the game from the mods.

From here below are my personal opinions. I am a 3v3 and 4v4 player. I mostly play soviet and ostheer, and once ranked top 10 as soviet before the official DBP patch was released.
1. Both Soviets' and Ostheer's engineers squads changes are not making that much of differences in general. It is hard for any 4 men, size 1, CQC squad get into their effective range before losing their combat strength. If you do want to increase their value on the battlefield. Buff their repairing efficiency. Both of the two "old" factions lack some kinds of repairing units.
2. T1 M42 is a good idea but may become too op vs OST mid-game armor cars.
3. Guard changes are not necessary. Unless you are going to reduce the price or buff its anti infantries values. It already UP compares to most of the German infantries regarding most of them are long range pro.( In team games, not sure about 1v1.)
4."Vehicle Crew Repair Training". I don't really know how will it perform in the team games. T-34s are already too weak like the other main battle tanks in the team games. A free nerfed t-34 won't make any use but giving enemy free Exp( and free fuel for OKW).Also, I don't think it is possible for anyone to build more than six tanks( I am saying six because nobody won't spend 200 munis in exchange for one 1 Downgrade T-34)at the same time. Unless you are excepting people spamming T-70s.
5. Stop bothering with 120mm mortars. If you really want to make some changes to the mortar teams. Increase the ostheer mortar crew number to 6 or buff the 81mm.
6. "Partisans Tactics" How many Stgs? I see your points of changing this unit. But people won't likely to use them since their reinforce cost is so high(the same problem applies to ostheer infantries.You can hardly see ost players spamming infantries because they know their infantries can hardly make any changes to the battlefield but making the most MP thirsty faction in the game even worse.)
7. I like most of your commander abilities changes. But I hope you have a backup plan for those new add-on units.
8. 222 changed back to 221 is judge-able. They give its free upgrade because people think it was UP. Actually, in my opinion, it is still a crap.
8. Non-Doctrinal Puma is an excellent idea. But what is the difference between the call in one and the building one?

I don't really play the other three factions so I couldn't give you any suggestions. But, in general, I like most of your ideas. It is an excellant start. Please add me as a friend on steam if you want to make balance mod together. Please leave a message under the comment section of your steam mod page if you do.
18 Mar 2018, 12:01 PM
#3
avatar of Tiger Baron

Posts: 3145 | Subs: 2

I really like this, good job Legion.

I especially like how you left certain MGs to be earlier but not right out of the gate so it's more or less equal and balanced, and not like it is right now with 2 Armies being able to field MGs straight out of the door while others have to wait longer.

But I wish that you did something with the mortar pit, that needs a serious rework as well.
18 Mar 2018, 12:52 PM
#4
avatar of ruzara

Posts: 26

well these change are very good actually but there something like :
-for the frontoviki upgrade instead thompson upgrade why not give them 1 bar i think it going well with their svt
-Tiger Ace problem can be fix with just slap vanilla tiger stat and old veterancy of tiger ace but start with 0 vet and earn it like the vanilla tiger with albeit higher exp point oh and slap some fuel price tag as well.. and for the vet progression vet 1 you get the target weakpoint vet 2 RoF and acurracy vet 3 Health and acceleration/speed that progresion way so the allied get a chance to actually kill it and still keep 1 per game requirement that way it become game changer for both faction (roflstomping while drinking allied tear or ragequiting one for ostheer) kinda like the moment when i was destroying opposing faction their premier unit but that was only for me
-i dont get the rifle company "thompson" upgrade if it become cqb unit (like volks) i think it need their smoke back because target size nerf
-about okw just make it panther standart medium tank and remove pz iv completely with arrival of panzerjaegers pz iv is kinda not needed anymore in current gameplay pz iv is use for primarly tank hunter because nobody knows how to play jadgpanzer iv and how outrageous raketen squad spacing is well it was my opinion
-since panther become premier medium tank add tiger 1 to exclusive all tier building unlock because that was OKW core design late game non doc heavy tank
-about tactical support forward base.. why not adding an officer squad or valentine with same ability as forward base.. maybe that eliminate the problem and make tac support more playable

IMHO~ lul..
19 Mar 2018, 15:47 PM
#5
avatar of Aarotron

Posts: 563

i like many of these, some of them feel out of place however.

mg for sturmpioneers is quite bad, they are equipped for cqc and only one having mg means that damage is not very good from range and it hinders cqc capabilities.

thompson upgrade is awesome idea, making it avaible to rear echelons and rifles give interesting option other than bars and maybe rear echelons might see bit more use.

while your proposal of german infantry doctrine looks interesting, i think having 2 infantry call-ins is quite unnecessary. Id rather see it as focus on granting your basic infantry more assets. Artillery officer would be fine, but id like to see ability to upgrade them with stg 44 and light arty, and instead of tactical movements, mortar halftrack.


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