Balance Preview Updated 10/14/2015
LEIG / Pak Howitzer
Barrage Reload changes reverted
No Longer can auto face
Sten MK VI Silence
Burst duration increased from 0.325 / 0.425 to 0.6 / 0.4
Churhills
Armor increased from 200 to 240
Did the AOE of the pack howie get set back to 6? |
Initially this was posted in the October Balance Preview Feedback thread, but I'll put it here too for visibility and discussion:
The drop in performance of the Pack Howitzer compared to the Infantry Support Gun is huge and nonsensical considering the prices and targets between the two. In a field test with the auto-fire, the ISG suppressed an enemy squad at max range on every shot except one, until the squad's eventual death. The Pack Howitzer missed about eight shots before hitting which killing 3 Volksgrenadiers and suppressing the squad, then proceeded to miss about a dozen more before wiping the other two members. That is extremely inconsistent and impractical, and it must be amended before the patch goes live!
As for Range, the Infantry Support Gun is far superior to the Pack Howitzer. The Pack Howitzer has 80 range while the ISG has 100, the ISG gets 5 range at Vet 1 and 33% more at Vet 3 for a total of 140 Range. The Pack Howitzer would get 33% more at Vet 3 for 104 if it wasn't broken. But unfortunately it is and the Pack Howitzer remains capped at 80 range while the ISG gains nearly double that number. Even the Soviet Heavy Mortar has superior range (100) to the Pack Howitzer. This is also very ironic because the Pack Howitzer outranged the LeiG 18 by over twice as much in real life, in-game it's strange that a short barreled Infantry Gun has much better range than a Pack Howitzer.
Onto the Barrage and Cooldown stats, the Pack Howitzer again finds itself behind, not only firing less shots but also doing so less frequently:
Pack Howitzer
Vet 0: 3 shots, 60 second cooldown, 80 damage
Vet 3: 3 shots, 39 second cooldown, 160 damage
Infantry Gun
Vet 0: 4 shots, 30 second cooldown, 80 damage
Vet 3: 4 shots, 14 second cooldown, 80 damage
Vet 5: 8 shots, 14 second cooldown, 120 damage
The Pack Howitzer starts with double the cooldown of the Infantry Gun right off the bat, but while the Infantry Gun gets a 40% quicker recharge at Vet 3, the Pack Howitzer only gets a 30% reduction at Vet 3. Since cooldowns start once the first shot is fired, the Infantry Gun is fully able to barrage again immediately once the barrage completes, the Pack Howitzer has to wait about 20 seconds to barrage again (cooldown numbers on the list don't match the math, they were what I observed in-game by firing one round of a barrage, immediately cancelling it, and checking the timer ). At Vet 4, the Infantry Gun gets to fire 8 shots while the Pack Howitzer never fires more than just 3, but that's Vet 4+ and is supposed to be superior, so I'll concede that point. Reguardless I think both barrages should be 5 - 6 rounds, 3 is too little.
Lastly, the projectile lowest angel increased from 10 to 40 does not apply to White Phosphorous Barrage.
Good luck getting any traction with this. I said something similar in the larger October balance thread and it was mostly ignored with one person saying that the pack howie is okay after the nerf.
I mostly play OKW and USF. In 1v1's, I'll sometimes get 45-50 kills with an ISG (which leads to comments about my lack of skill and sexual preferences). I get barely over half that with a pack howie that costs more and has two more pop cap. The only time I like the pack howie better is when destroying buildings, bunkers, and trucks. If one of these should have been hit harder, it should have been the ISG. In general, they both should have been nerfed because they've made the game not fun. It really isn't fun to play an hour-long 1v1 that turns into an arty fest.
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Still I do not think the 15% more range mad the ISG broken, but more the insta pinning.
Just the insta pin or insta pin plus the incredible accuracy? It often snipes UKF snipers.
I tested the pak howie in a comp stomp. I'd be surprised if anyone complains that it is OP after the nerf. The AOE is almost 60% smaller than it was, and it doesn't have the sniper like accuracy that the ISG does. Combine that with the rof nerfs and the new one will have about 25% of the combat capability of the old pak howie. I didn't like having games devolve into arty-fests but going nuclear on the USF's only non-doctrinal indirect fire is going overboard.
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Relic gave it to everyone who played during the MLNW event, which was a shit decision as it was badly overpowered back then. It has always been available as war spoils. |
- DONT Instapick doctrines
- Dont build a fighting pit so early unless its an aggressive one.
- Bad engagements at times,With USF,you must realize when you simply cannot win a fight,and GTFO ASAP to minimize bleed and damage.
- You must also pick your fights decisively,dont go in unless you're bring some force with you and you have a purposeful objective. Otherwise youre just bleeding and hosting a veterancy farm.
- IF youre gonna place a defensive pit,place it on your cutoff.
- Nice call and play with the AA HT
- Nice and interesting unit composition throughout the game
- There was a pak sitting abandonded in the pink Sakura trees on the left side for the entirety of the game after you cleared it,why you no steal? Was it cursed?
- Your compositions only weakness is the lack of rock hard anti tank. Bazookas,and a pack howie are SOFT counters to armor,not hard counters. One 57mm would lower the impact of this panzer IV signiifacantly
- You let his panzer IV do alot more damage than it needed to do.
- M10 and armor company.,Easy 8 Sherman and rifle,are both better options and doctrine for waht you were trying to do. I love double/triple officer tech gameplay. But airborne isn't the best commander for it.
- Ping?
Good game,you had me on the edge of my seat for a bit but you pulled off dat win. Well played chap
When playing USF, how do you pick doctrines to react to opponents? Also, if you're trying the triple officer and not going airborne, what do you use? |
USF Recon Commander Forward Observation will stop working permanently on a squad as soon as the "leader" model of the squad gets killed while the buff is active.
Relic added this bug to their database, but they think it is when the squad loses all of its original models. In testing, I've seen squads lose the ability when one to four models are lost. It seems like it is tied to one specific model, like you said. Also, looking at the vision range, I'm pretty sure that the ability is given only to one model which causes some strange (and not good) effects. |
hey guys, im just curious about bulletin stacking,
does Armor Bulletin stack?
n i Heard that some Bulletin doesn't stack, can u get a list on what bulletin stack
n what bulletin doesn't stack
Tnx 
Google is your friend and can answer this question quite well. Almost all bulletins stack, but they're multiplicative. For example, when dealing with USF AT gun or Soviet Guards:
pathetic_penetration_value * 1.04 * 1.04 = infitessimally_less_pathetic_penetration_value |
Just push it off,you dont have to kill it. Just push it off and grind away at his support when it's pushed off.
Every second it spends repairing is a mini victory for you
Or just win early,thats seems pretyy easy to do right now
This.
The worst thing that you can do is to sacrifice a couple of tanks trying to finish off a heavy. I've done that and it usually costs me the game. If the game has gone long, your reward for killing the KT may be that your opponent brings another one out immediately after you kill the first one, then you have to face it with your units that were beat up by the last KT.
(I often have this problem, except substitute Crocodile for KT) |
Hi there,
Just found out the Jove I played in automatch was the actual rank 3 Brit player Jove. Now I wouldn't mind playing Jove if I wasn't rank 795 as Ostheer.
How did this even happen? I mean how is this fair?

Edit: rank 796 Kappa, thanks Relic.
I'm ranked 900-1000 as OKW, and ended up stuck playing top 100 players several times. There are a lot of times that fewer than 10 people are looking for 1v1's. If you search long enough, there is a good chance that you'll end up playing someone who is much better than you. It doesn't bother me (but it did result in shattering my delusions of adequacy when I had a six-game winning streak going and ended up auto-matched against Ciez). One way to look at it is that if you save the replay, it is your chance to see what build order and capping order good players use on a particular map.
If it really bothers you, you could always try stopping the automatch search every minute (maybe every half minute). It seems like the biggest imbalances occur when you've been searching a long time. |
Having para's drop with bazookas isn't a plus, nor is having to bank 900 mp. I like the idea of having them drop with weapons, but would like the choices to be smg's, 1919's, or 2x scoped 30-06's which give them vision like panzerfusiliers.
The vision bug would be nice to have fixed.
Also, cannister was overnerfed to complete worthlessness. Either replace it or make it usable. Give the scout car a little better vision. It currently is no better than a standard 222 or Kubel.
Lastly, the range on pathfinder arty was shortened so that they have to walk into the range of units like the Panzer Schwerer HQ in order to drop arty. |