v0.105 update
One-hit-wipe-wonder fixes
This one is about addressing one-hit wipes (AVRE, Sturmtiger, demopacks, goliaths, etc)
I have separated the damage of these abilities vs vehicles and vs infantry.
Most of those attacks retain their damage vs vehicles as it was (exception: Sturmtiger got nerfed to 580 from 640, for obvious reasons).
The damage these attacks vs infantry now is no longer one huge, unavoidable explosion. Instead, it's a randomized explosion, that might, or might not wipe everyone standing right in the center of it. On the other hand, that same explosion may also kill models further away from the centre of the explosion.
It works a bit like:
- Take Stuka Dive Bomb
- Replace it with 50-or-so mini-infiltration nades peppered around the radius. Throw 25 of those nades within a radius of 5 or so, and the remaining 25 nades within a radius of 10 (the latter might still end up within the smaller circle).
The rationale behind this change is that:
- The blob-counter rationale behind those abilities is a myth. Those are lone-squad wiper abilities
- In the live version the attacker has full control over when to launch the attack and where the attack will hit (most of these attacks are pinpoint accurate)
- This means that an attacker is very likely to abuse those abilities to wipe individual squads
- Since the explosion is unpredictable, the attacker might now have to think twice about wasting the attack to wipe an individual squad
- At the same point, launching this attack on a blob will cause enormous amount of damage
All of those attacks now cause exactly the same amount of
anti-infantry damage. Demo-packs and goliaths have now been normalized to also deal the same amount of damage to all targets.
Stuka Dive bomb causes additional damage, but over a wider radius, so that it remains scary. Don't expect too many wipes with it.
B4 is now a lot more accurate if you fire against visible territory. On the other hand, it's even more inaccurate than before if you fire in the fog-of-war. Line your shots wisely.
In the future, I might decide to add a stun critical vs infantry to those attacks.
Anti-Freedom band-aid
To prevent USF from roflstomping everyone both in the live game and the QoL mod,
I have instituted the following nerfs:
- Lieutenant/Captain tier manpower cost up to 350MP (from 200MP)
- Mortar nerfed according to Miragefla's post
- M20 crew no longer gains a free bazooka (they need to pay for it, like the captain does)
To ease the pain a bit:
- Lieutenant/Captain Thompson changed to slot item. This means that the weapon will be passed around when the unit that was holding it died. On the flipside it might cause a few unnecessary weapon drops though.
- M20 MP cost down to 210 (from 340) -- with lieutenant cost going up, free zook away and the 222 the way it is.. Why not?
- M15 MP cost down to 270 (from 350). Same.
- Lack of mandatory bazooka means that M20 crew can upgrade to elite crew thompsons
A few closing words on the mortar:
- The QoL version mortar now gains exactly the same veterancy as the other mortars in the game
- On the other hand, Miragefla's stats parametrisation makes it completely different from any other mortar. Thus, I can't really compare how the new mortar will look like off the top of my head. It still looks insanely strong though, especially with the WP barrage.
- NB: firing mortars from close range makes them extremely accurate (and lethal)