You should probably explain target size and RA to people, or at least use consistent descriptions then.
You describe RA changes and target size changes synonymously, which is confusing to those who don't spend hours in the attribute editor.
Said player could have figured the changes out for themselves by launching the game and playing DBP. The difference in performance a day-to-night difference. Unfortunately the ignorant ones turn out to be the ones that have the loudest of mouths. That's a global phenomenon, which I am not qualified to treat.
Ideally I would like to have infinite time to rewrite the patchnotes completely with consistent notation, etc. However, with the 1580-ish files that this patch modifies/introduces that's out of the question.
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I want to help clear up a few misconceptions. People realize that Piats don't actually have the range normal anti-tank weapons have right? So a squad has to run out in the open in a vain attempt to hit a light vehicle. Additionally the Luches comes in a faction that has an incredibly oppressive early game. That's the reason why it's timing needs to change. If it was on say, Wermacht then it's current timing would be fine. Since OKW can shut you off your fuel near the very start of the game, then seal the deal with the luches, that needs to be changed.
PIAT range has been increased from 30 to 35. However they will be pretty inaccurate at range 30-35 compared to other handheld AT. That, combined with RE nerfs and Tommy nerfs means that getting an AEC out as the brits every time vs Luchs will be a staple.
I can agree that USF light vehicles force a response, just like luches forces a response. The difference is USF banks on the fact they win early, cuz if they don't they aren't going to win at all. OKW still has an amazing late game to fall back on compared to USF. The Luches also just ruins any sort of diversity in build orders for USF and UKF. There can be an argument that Wermacht is forced to respond to threats with little in the ways of build orders but that's a separate problem then the Luches build time.
Hopefully DBP addresses late-game disparity. OKW still has infantry advantage with Volks and STGs very early on. As Volks performance starts to diminish, light vehicles. Eventually, in the lategame OKW will have to transition from a Volks-mostly army and pepper tanks and Obers as appropriate.
The main issue with USF is the rigidity of their tier structure. This would be trivially fixed by swapping Stuart with the M15.
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Idk if its suppossed to but ill still ask, the pak 43 of okw can't do "prioritize vehicle". It's only ability is hold fire.
Pak43 and 17 pounder no longer have access to prioritise vehicles. That's because prioritise vehicles is permanently on for both units.
That way you also get rid of the ugly superfluous rotating yellow shield icon on the top.
Opel Blitz retains death crits (like kubel, IRHT in live)
That's a bit annoying. However, since we've locked the build, we want to avoid non high-priority changes that span multiple files.
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Their veterancy RA bonus has also been adjusted as starting RA improved.
Calculating RA stats for dummies:
"Moving accuracy modifier increased from 0.25 to 0.35
Vet 0 Received Accuracy reduced from 0.8 to 0.9
Scoped Enfields Vet 3 bonus removed (this causes Tommies to drop their Bren guns, even though enough models are alive)
Bren gun reload time decreased from 8-9 secs to 6.5 secs
Population cap reduced to 6 from 7 (Becomes 7 at 5-man)
Increased cone of fire from 1 to 5
+
Removed in-cover defense bonus (0.9 RA) -- squad retains offensive bonus in cover
Reverted target size from 0.9 to 0.8
Lowered Veterancy 2 RA bonus from 0.76 to 0.78"
=
Removed in-cover defense bonus (0.9 RA) -- squad retains offensive bonus in cover
Lowered Veterancy 2 RA bonus from 0.76 to 0.78"
"Moving accuracy modifier increased from 0.25 to 0.35
Scoped Enfields Vet 3 bonus removed (this causes Tommies to drop their Bren guns, even though enough models are alive)
Bren gun reload time decreased from 8-9 secs to 6.5 secs
Population cap reduced to 6 from 7 (Becomes 7 at 5-man)
Increased cone of fire from 1 to 5
Can you explain where you saw any RA buff in any of this? (Higher RA modifier = worse RA modifier).
0.9 RA gone from cover from Vet0 onwards is a big nerf. 0.9 RA is literally what stands in the way of turning Tommy (specialist) AI performance equal to Grenadier (generalist) AI performance; not counting cost difference, riflenades and fausts and stuff. The vet2 nerf is an additional 2.5% nerf on top of the Vet0 nerf (which affects Tommies for the entirety of the game).
PS: The offensive bonus in cover refers to the absence of 20% cooldown 40% reload penalty out of cover.
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"Nerfs" means better out of cover performances for a minimal durability nerf of 0.9 RA ?
[citation needed]
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Unrelated note: what's the supposed damage the new Jackson with HVAP should be doing. 240 or 200? What about pen values?
Just to be on the conservative side, for the live version, we'll be changing HVAP to the following:
- HVAP damage from 240 to 200
- HVAP penetration from 300/270/240 to 300/280/250
That's in order to avoid having the new 640HP jackson 3-shotting medium tanks with HVAP.
HVAP is super-buggy in live version, and the prospects of Jackson surviving to benefit from the extra veterancy it would get from added damage were extremely low.
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We've recently done a recheck of all gamefiles that are part of the mod to ensure that everything is configured properly.
Given that v2.0 is the final public version of the mod, I thought I should give people a heads up about the issues we've discovered that are present in DBP's final public release (which will be addressed in the live version).
KV-8
- Had lower veterancy thresholds than live-game. Unintended; was carried over from FBP files by accident
Bulldozer Sherman
- Was still benefiting from FBP changes to veterancy
Soviet Crew Repairs
- Still drains 50% of munitions income, despite what was announced for v2.0
DSHK
- Deals 0 suppression vs infantry due to a missing modifier. The bug was introduced at somepoint around v1.3(?) when anti-air QoL changes were reverted (carried over from FBP; but were never intended to be introduced in DBP)
Fallschirmjagers
- Veterancy5 +15% accuracy modifier was missing
- Fallschirmjagers can capture territory while still airborne
USF 76mm sherman
- Is using 75mm Sherman Vet2/Vet3 modifiers instead of the intended Soviet 76mm veterancy modifiers
OKW flak emplacement
- The range indicator for the emplacement disappears after the emplacement has been built
Conscript AT nade/infiltration nades/assault nades
- They are not benefiting from the responsiveness/animation fixes other grenades have been benefiting from since v2.0
Vanguard Glider
- It was still possible to activate Vanguard Glider retreat point before teching to T3. This went against the intent of delaying all FRP options until later in the game
Let us know if you find any other last-minute bugs.
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Miragefla:
Originally I suggested the Mechanized and Luchs both get 15 seconds on their build timer, though people would just plop down the Mech truck sooner.
If anyone has a better suggestion regarding the early Luchs timing, feel free to put it in.
Me:
I do have an idea, however I don't know if it is possible. Give the luchs a 65 seconds build time and, if possible, make it so that it can only be build after a 15-20 second 'cooldown' after the mech truck is setup. This way you will have your 85 second build time, but it will not have a 85 second build time if you want to rebuild it for example.
Again, I don't know if this is possible, but it would delay the obvious problematic timing whilst not punishing anyone trying to rebuild it.
This solution is identical to increasing MechHQ build time by an equal amount of seconds.
The solution will simply not work because people are just going to adjust their build order to put the MechHQ truck 15-20 seconds before they would normally do. Then, it would only take 1 week for people to finetune their build order, and we're back to luchs-rush meta.
Unless MechHQ build time increases to beyond 3 minutes (which would be retarded), it won't have any effect on delaying the Luchs.
The only other option to increasing Luchs build time is throwing a fuel nerfhammer on MechHQ or Luchs.
However, we don't want to increase the fuel cost of either because that would completely delete the tier from ever being used.
A more long-term sustainable solution would be to redesign what goes in OKW T0, OKW T1 and OKW T2 so that tiers actually have both long-term value and present interesting trade-offs (rather than I go T2 for Luchs rush/Stuka and T1 for healing, and forget about T1/T2 units for the rest of the game). However, we aren't allowed to do this; especially at this point.
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-usf at gun has the highest dps of all, is perfect for countering light vehicles
-zis firing slow is completely irrelevant, we are talking about minimal differences, in a faction that can use
PS: Can you make up your damn mind?
If I go Jagdtiger in the game vs player who spams infantry all day long and there is no sign of any vehicles does it make JT UP? Another words, if you expect Luchs, why you go LT? Is your wrong decision a balance's fault?
Because Luchs will come out every damn game; if not only to restrict the other guy from going lieutenant. Luchs coming out isn't a prediction. It's a certainty.
Have you nerfed vickers or UC ?
Then a normal replay is perfect, and there's of those.
Also, 2 piats are 100 muni on RE, and then you are free to upgrade brens.
Tommies were nerfed and RE were mega-nerfed. Who is going to carry the PIATs and who'se going to carry the Bren guns. Also, how many guns can you really afford by the time Luchs comes out?
So yeah. I dare you to find me a DBP game replay to back up your claims.
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Brits:
-no they don't, last time I checked they have got a powerful hmg to hold and upgradable UC, they don't lack any ai
-good news is piats work
If you're going to upgrade PIATs vs an early luchs, gg; you lost the game. STG volks will run you over.
Can you show us a game where upgrading PIATs vs an early luchs won you the game in DBP?
If you haven't played DBP, you can always point us to one of the numerous replays uploaded by other players that feature DBP and PIATs.
Usf:
-what the hell does that mean ? Stuart pretty much hardcounter it, that's out of question
-usf at gun has the highest dps of all, is perfect for countering light vehicles
-aaht can face it with help of snares, zooks are perfect counters for light vehicles, sprinting 50 cal with AP or garrisoned can keep it at bay and almost nullify the shock value of luchs even better than captain can.
Ditto, for AAHT and 50cal counter to luchs.
Soviets:
-zis firing slow is completely irrelevant, we are talking about minimal differences, in a faction that can use ptrs, guards call in and now viable mainline spriting with snares.
What a claim...
Same, for PTRS vs Luchs.
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