I once had an idea for a unit (Sappers) when they would upgrade minesweepers they would grant 1.5x capping power, as it would make 'sense' minesweepers go explore and conquer enemy territories. Is just an idea. Throwing it out here.
You could also just lower costs, plain simple.
And .. * Sherman crab mine flail (activated) speed from 0.5x to 0.6x
And a vet 3 riflemen being more expensive than a vet0 makes perfect sense, since the vet3 are terminators.
Well not really, because you have the upkeep system for that. Having a squad alive a long time means it you payed manpower for it a long time aswell.
- Hellcat coaxial MG accuracy modifier against snipers fixed from 65 to 6.5
Should be 0.65x right?
- Snipers now have a negative zeal radius of 20 (same as pioneer antispam) where recived accuracy modified by 1.5x for each additional sniper
I still have some concerns:
*Are you sure, it only starts working on from the additional sniper? And thus it doesn't apply to the single sniper already?
*1.5x accuracy is a heck of a lot. It will change so many weapons into real snipereating machines; IF ONE GOES FOR MULTIPLE GROUPED SNIPERS.
Now what are the cases one goes grouped snipers;
- U have the abuse case, which they just blob 4/5 snipers on attack move; destroys any kind of infantry even countersnipers. This is the case which is too strong and needs nerfing. (I think Jeep buff is step in right direction, because an early powerful jeep on the field makes a Wehr player think twice if he really wants to start spamming snipers.)
- U also have the necessity case; The case where you are fighting a Vet 2 / 3 Grenblob; Snipers are arguably the most effective counter vs elite armor. And most of the times one is not going to cut it. A pair of them is a nice addition though... But what happens if the Wehr player supports his blob with ... a sniper. It suddenly becomes very easy for him to at least countersnipe one. Standard Kar98K rifles are also more effective vs the Snipers.
This case also goes the other way around. A couple of US Airborne Squads + Planes (more effective strafe) + a Sniper for back up. The Wehr Snipers should be somewhat a counter to the high health Airborne unit; but in this case; Recon + A Move = Dead Wehr Sniper.
I'm just like not to be found for the idea of (near) 100% countersnipes, I never was, we tested it on Beta before, it didn't work out too well. And I know it doesn't count for 1 Sniper, Sometimes there is just the NEED to have 2 on the field.
Again another one; Support vet strategies with flamer pios ... you just need dual snipers to be able to deal with certain armor types.
You can buff the mortar (at least small buff hopefully) and give Crocodiles smoke, but it just doesn't cut it.
That's why I was always a fan of keeping the snipers viable but less impactful:
*Making the Sniper and Grouped Snipers slightly less cost effective; by making their upkeep costs go up and the reinforce costs of their targets go down. + Fixing that damn Cooldown - Reload bug
*Buffing their counters which are not snipers (Jeeps, Bikes, KCH ...)
*(this one is a stretch/option) By encouraging teching (generally armor play would become more dominating => infantry battles slightly less important)
So what is this damned Reload 'bug' i've been talking about. You ever seen those cases where the sniper shoots after he shot 2 or 3 seconds ago? For The US Springfield this will happen after every 5 shots (the 6th shot), for the German G43 Sniper rifle this will happen every 11th shot (after every 10 shots).
Why? Because at those moments they RELOAD their clip of bullets without caring about cooldown. It's an easy fix to just increase their reloads a couple of seconds.
OMCG now more reliable, will not give both an MG and a mortar at once, higher odds of extra rifle or M8
(I would have liked a Quad in group 3 to be a possibility but this is not a necessity, just an idea.)
Just a question: how do the groups look like now?
I'm fine with all the 1.1 changes, but I would slow down a bit. It's really easy to decide something should change just by talking about it in a thread.
You want to focus in on the most important issues, and adding too many other changes can obscure the important ones and make them hard to playtest.
Obviously the #1 issue is Snipers and #2 is the Manpower war (Rifles vs Volks reinforce cost). I'd recommend actually getting some games in to see if these are the ideal fixes for those before getting too carried away buffing everything that's UP.
Agreed, but I think it's what he's doing, by focusing on the sniper and lower reinforce cost issue first. + Jeep change is going to be an interesting one. We can focus on the changes made.
ON THE OTHER HAND;
- Changes like lowering demo charge upgrade time shouldn't be that impactful though. I am certain it will not make baserushing suddenly OP broken.