Taking idea Hammer-Anvil British and the Okw icons when it was released something could be done to avoid OKW from being linear and getting free upgrades when choosing a branch. The units/skills can be others, no specifically these.
When OKW revamp come:
I actually like your idea. Only if ammo boost function better.
- Keep vet4,5 as it is now. But give each okw truck ability to call air recon (but cost ammunition).
- Free 2nd streck (but weaker compare to 1st one, similar to coh1 tank hunter ability) for sturm, instead of allowing upgrade for ober. |
The trick with guards is that PTRS is dragging their performance down. If you can, somehow, get rid of the PTRS from the squad, you can melt enemy squads at range. If you can't, well, you get bled.
I should say that the Guard role is not cleared right now. Is it AT or AI unit?
AT is worse and outperformed by Penal (cheaper, more utility)/AT Partisan(convenience, more utility).
AI is as you said.
I think Soviet have too much AI infantry (Conscript, Non-upgrade Penal, Shock,...), Guard should be removed from AI role and concentrated on AT role.
At start, replacing two PTRS with two bazookas is good idea (And remove DP-28 upgrade). I would want to see what would happen first if such change happened. |
JT has a lot on its plate too, compared to the elefant:
- Nerf mobility stats so that engine-upgraded JT performance will equal live-version unupgraded performance
- Barrage no longer requires veterancy. Costs 30 munitions and projectiles follow an arc so as not to collide with ground all the time
- Range decrease from both attacks to 80 (because increasing 17pounder range would be a terrible idea
- Piercing rounds requires Vet5 (Vet5 currently does nothing since stun-removal ninja-buff)
One of JT abuse is using along with infrared HT. It could shut down any kind of tank allies in big area with narrow path. Port of Hamburg is especially good to abuse this cheesy mode.
CalliOP definitely merits a durability nerf first of all. It could go around Priest level.
Then, range should either be reduced a lot (but kept lethal). In that way, you have to be careful not to have your CalliOP murdered, and that would differentiate it from the long-range priest.
Otherwise, change the barrage pattern from 10-8 to 6-6-6.
Simply slow cooldown time in calliope barrage to mattress level, much like Calliope in CoH1.
- The alpha strike is no longer too lethal. Allow axis player to react.
- Blob is still punished if left unchecked.
- Cost efficiency is maintained. |
The first type of changes are subtle retouching kind of modifications that change little by themselves, but could, potentially form a useful aggregate when you combine them all together:
- Popcap from 18 to 16
- Smoke projector no longer bestows a speed penalty
- Smoke projector smoke also provides yellow cover to temper incoming suppression for models going stray
- Vet1 side-hatch guns no longer suffer from movement penalties (because they can't point forward)
If we wanted to go a bit further, I would change the penetration values of the Churchill:
- Increase hug-range penetration from 130 to 180. Penetration should remain identical for ranges 15+
I would add further modification as below:
- Reduce churchill health by half (1400->700).
- Apply constant modifier of 0.5 damage reduction.
I have not tried this yet, but if the veterancy is truly based on lost health, then this helps churchill to stop being xp feeder. |
They get access to the AT satchel, vanilla. i.e., the AT satchel is no longer locked behind the PTRS upgrade
The Penal PTRS upgrade was good. If the number of PTRS was the problem, simply increase PTRS for veterancy (start with 1 PTRS, add one PTRS for vet 1, add another one for vet 3)
Guard could use bazooka instead of PTRS (IIRC in MoW Guard use lend-lease bazooka as their AT weapon) so no overlap. They can come to the field with one bazooka and another one lock behind vet.
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Although we are trying to address issues that plague 1v1's, we are very team-game minded. Thus, we try to come up with solutions that will affect all modes beneficially. One such example was the PIAT change which was blatantly OP in teamgames, and stupidly UP in 1v1s.
Regarding teamgame issues, we have already been beseeching advice from some of the top players from those modes too, whenever possible. Unfortunately, most of the changes we are allowed to do with the patch only touch the early game. Thus, this might not affect teamgames that much.
The main issue, however, when it comes to assessing how some changes will affect teamgames is that it is extremely difficult to come up with 2 similarly-skilled teams that can play the game and give us feedback. Thus, if you really want to help us, the best thing you can do is launch a 4v4 lobby for the mod, and play the game.
Then, let us know if/how some of the changes we recommend will affect those gamemodes.
I do not recommend with using team game as balance pillar, but if so, you should pay attention to:
1. Cheesy tactics
2. Bad commanders
3. Early, mid, late and very late timing. What unit both sides have.
Team game screw the timing quite a lot because of cache presence.
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Think what you want, i can't make you change your mind BUT i believe that most people here are clever enough to understand that we need a few people to speak in the name of the whole community.
Everyone saying "i want this" followed by another one saying "no you are wrong ! i want this instead of this" is just garbage and childish.
i wish these kind of dumb post were also set invisible by our moderator because it makes of every single topic a pure garbage.
We want an expert player to speak about balance, not an expert modder/caster. |
Because it's not like CE used a completely different mortar from the current 81mm clone. Oh, wait it did!
Seriously if people want to talk about my mod, at least play it!
I mean if you didn't suggest the mortar in first place, the current situation would be ten time better. |
I think i should explain my position.
I suggest this guys because they have a number of interesting ideas about balance. Of course, if we give them our mandate to make balance in the game, they should not only implementing ideas from their mods, but solving problem with current balance.
Cruzz - No need to explain why i suggest him. He know mechanics in the game and how they are working like nobody else. Also he suggest some good bugfixes.
Mr. Smith - He is the only one here, who decide to generaly beat all bugs in the game. And imo he succeed.
Miragefla - His competetive mod have a big number of interesting balance changes, which make game better. The only problem hier, that other changes are strange, some make game more difficult.
TheMashine - I just like his idea to replace TigerAce with King Tiger, Up ISU-152 AP penetration, make all Doctrine call-ins connected to tech, and make all planes abilities like strafes from Close Air Support(more skill dependent).
So, this my position.
Cruzz is excellent at game mechanic, no doubt about it.
Mr. Smith, his analyze is correct and detail, but he make terrible suggestion. He can point out the problem, but not the one who can give best solution.
Miragefla is the worst one in the list. Last time Relic take upon his ideas and the game become worse with useless streck on sturm, volk cannot collect weapon when upgrading mp44, perfect OKW with zero unit weakness, and super US mortar.
About TheMashine, never heard of him, he's more mod maker and less participating in chatting. Unless he can open several balance topic, I would not say he's good since he only takes his idea to action. |
Thing is, when it does work it's instant death for things like pak guns who can't run out of the smoke.
Just because something is buggy, which should be fixed, does not excuse how powerful it is since you can fire it from 80 in-game meters away and all for the cheap price of 20 munitions.
Nah, that's just my feeling after using the ability once, lose my comet because of it. Never bother touch the ability again after that.
Nerf it as much as you want as long as the bug is fixed. |