*Fail Balance Preview (next time take a closer look at big and small caps )
EDIT:
• Soviet captured or weapon teams in use have -2 population to match the population of other factions.
Does this means that a soviet player can get more popcap by having weapon teams in his base with only 1 member (1-2 popcap = -1 popcap)
So if you have 100maxims in base with only 1 member you will technically gain additional 100 popcap to use (200 total)
Or am I missing something ?
This only affects non-soviet teamweapons.
Soviet team-weapons cost the same popcap as before.
Feedback (pretty much what I gave re. original mod)
Ostwind is too strong - without terrain collision it both snipes individual men and squad KOs at long range or on retreat up close
Penal moving cooldown nerf is good
Dushka suppression nerf is noticeable, unsure if sufficient
Call-in cost changes are good, liking that it seems to be primarily a manpower premium so call-ins aren't a complete no-go; perhaps tweaking price more to further increase MP / reduce F premium would make for an interesting metagame / counterplay system
Bug
Tiger Ace costs 640MP only once BP3 is researched
Thx.
Tiger Ace is in scope; we just didn't adjust it yet. However, we copied the price reduction thing from the mod before adjusting the price. Oops!
It's a shame you spilled the beans about Ostwind so quick though. I had been using the Ostwind as a classifier to separate people that had actually played the mod vs those that hadn't gone further than reading the patchnotes
Ostwind and Stug will be a pain. We can't adjust T3/T4 costs & Panther; therefore Stug has to remain OP for its cost. At the same the Ostwind in the revamp mod is mean to be facing different kind of adversaries (i.e., useful Soviet infantry that are not Penals, etc).
It's hard to make a right call about those two units yet, because our hands are tied behind our backs.
About Call-in changes, I think that the premium is both Fuel/Manpower, unless we failed to implement something properly. M10 was an exception (even more MP) because of the particular tier structure of USF (strong infantry & free squads). Anything else is a bug/not intended
Balance is centered around the top.
The mortarpit still outranges any axis mortar (ISG got nerfed too remember) still has brace and can still be upgraded for a measily 160 mp, giving it the same cheap cost for 2 mortars it had before.
I see no reason not to go mortar pit now.
Having an indirect fire unit that can only be countered by other indirect fire is a fail at design, imo, as it leads to arty-fest.
Mobile indirect fire units should be at a disadvantage when attacking an immobile indirect-fire unit. That's because the mobile stuff can pack up any time and harass any part of the game.
At the same time, however, when you have 30-second Brace in the game, there's no point flanking the emplacements. So, that's a fail.
Unfortunately, we didn't manage to convince Relic that Mortar Pits need to be made actually vulnerable to infantry (and no; lava nades don't count; there's a faction that's called OST that doesn't have access to lava nades). At the same time Brace, Cancer Commander and Forward Assembly are all out of scope.
Let's see how that goes..