Can you explain how making the Pwerfer fire faster make it less punishing for the defender? Removing suppression doesn't make that much difference since all the rockets land at the same time anyways. I thought the suppression was a good way of using it as a an anti blob counter for the Wehrmacht which they definitely needed.
The moment a squad gets hit by a rocket, it gets insta-pinned. Then you lose control. The moment you lose control of a squad that's going to get hit by 9 other rockets, you have a dead squad.
Can you explain your changes to the elephant? You nerfed it's dmg and "increased its AI and AT utility". So you added the armor detection to it which seems fair, but what exactly is the HE barrage? Is it a toggle between the AP and HE rounds like ISU? And how will this change its performance against heavy tanks? Will it require extra shots to take down heavies? It already misses very often against medium tanks to begin with.
It's a powerful SU76-like barrage with low accuracy but big-enough radius that can go through all world objects.
So how does this work with slot weapons? the squad gets -43% received accuracy buff, but the gun (ppsh, ptrs, etc.) gets a 43% accuracy debuff? or is it something else?
Every gun that Conscripts pick up suffers from a -43% accuracy nerf. This is why we gave Conscript doctrinal weapons a bit better accuracy (to compensate this passive thing).
This is to solve easily-avoidable things like LMG conscripts, etc.
Demo charges
Stun and forced retreat seems unnecessary. Suppression, if anything would be more appropriate.
Suppression, unfortunately, causes serious issues with weapon teams.
Moreover, a suppression debuff increases the defense of the affected squad.
The goal of demos should be to use them to soften up a squad and follow up with your troops to finish it off. Pinning increases the defenses of the squad by 10x.
M3A1 Scout Car
I dunno, beefing it up like that just seems like asking for problems. Especially with how late OKW's panzerfaust is atm.
This is an OKW problem.
We will deal with OKW problems when the mod becomes EFA + OKW.
Guards Troops
Drop rate from 0.1 to 0.33...? Why not just revert them to prepatch performance, and then implement the slot_item purchasing changes?
PTRS -was- reverted to prepatch performance
Pak40 TWP
Definitely worth testing. May I suggest working the TWP shot to (maybe only) stop the tank in its tracks when it hits, forcing it to start moving again from a standstill? Sort of a thematic counter to Ram. But a tank at a standstill is the prime benefit of TWP.
Sorta like reduce speed to 0.1 for 0.125 seconds? That could be an idea.
We could try. We wanted to add a small QoL change to make TWP easier to aim, but that takes time to add.
Command P4 aura
I guess. At the same time supporting a teammate with an aura really shouldn't be discouraged IMO. I feel like there's got to be a solution to auras. If anything, perhaps a unique bonus for teammates that's straightforward and minor?
-5% RA for teammates?
The thing with a damage resistance aura is that it, really, lets your tanks survive an extra shot (which is a lot, given that tanks require 4 shots to go down), or your infantry survive grenades.
Panther
Interesting. I still feel like it needed an accuracy boost more than a damage boost. It's armor is what WOULD make it a particularly strong adversary for heavies, but it can't hit the broadside of a barn.
Stock accuracy boost could be a thing.
Moving accuracy boost is a no-go. The Panther is already a low-micro unit; we don't want to encourage run-and-gun type of play.
The Brummbar nerf might let anti-tank guns live long enough to do something against it.
They won't. The minor scatter nerf is there to offset the projectile QoL changes.
The only thing that sticks out as questionable is the change of manpower for fuel on the ML-20 and B4. This change will probably make sure that it is never built again. The biggest problem with the ML-20 and B4 is the stuka dive bomb wiping it. The price increase on the dive bomb might help, but probably not.
The price of the stuka-dive bomb brings it in line with other one-click-wipe abilities; IL-2 bombing run, fragmentation bomb, railway artillery etc. If those abilities continue to cause issues to howitzers, we can just increase their cost and give them some bonus (e.g., extra radius to stuka, more shells for the other abilities, etc).
Howitzers are supposed to be the main late-game attraction for most of the doctrines that have them. In the late-game you are usually lacking manpower; not fuel. You will never have 600MP to rebuilt a howitzer. Therefore your doctrine's late-game potential gets trashed.
I can't understand how you came up with the idea that spotting scopes and panzer tactician require usage delays. The spotting will be completely useless on the tanks with fixed turrets since they they have to move to face the enemy. The panzer tactician has always been used as a purely defensive tool to get tanks out of tough situations and could be countered with attack ground, now they are useless. By the time you need them they will come too late.
Panzer tactician is a no-micro get-out-of-jail free card. Just like USF decrewing their vehicles is not instant (to prevent target acquisitioning abuse), the same should be the case for instant smoke.
Spotting scopes bestow a massive 70-range sight bonus. Other factions get at most 50-range scout units. This is massive, and it's not something you should be able to use offensively (e.g., by using the stop-hitting trick to glide your shots).
The change will bring spotting scopes a bit more in-line with self-debuffing abilities (e.g., focus sight).
As for turretless tanks, you can now use the handbrake on them, to prevent rotation and keep full benefit of the scopes.
Also disagree with cost increase when no tech is built, it should be NO CALLINS AT ALL. Make them affect all factions and boom, no more callin cancer meta.
If you completely remove the option for call-ins in the game, why would people ever pick call-in-related call-ins? Everybody would just spam Lightning War/Jaeger Light Infantry doctrine. That's because off-maps will require no tech.
Essentially players' preferences will shift from company of call-ins to company of off-maps.
The new call-in mechanism still allows for comebacks with proper play. However, you can no longer abuse call-ins and win (hopefully).
Oh and TWP for stug and pak40 are now useless with half dmg. Should remain at 160 for what they do.
Having debuff abilities that cause the full damage
plus guaranteed penetration vs all armour types begs for them to be spammed. As per the other issues, we do not like low-micro no-brainer abilities.
I kind of disagree with the way you guys buff Cons, it's now excessively complex with 43% accuracy debuff when? On slot items? On just vet 0? What? I agree with normalizing DPS, but not slapping on a accuracy debuff unless you guys show that Cons actually go magically worse on vet 0 with items.
On slot items, at all vet levels, starting from vet0. This is similar to the ostruppen debuff.
Conscripts are supposed to be untrained troops (at Vet0) that acquire veterancy on the battlefield and become a high-utility infantry unit. To achieve this effect we had to pile a few extra veterancy bonuses on Conscripts.
Given how bonuses work in the game that makes Conscripts completely OP when they pick up LMGs (even in the live version).
Since we are piling additional vet bonuses on Conscripts, we feel that it was about time we fixed that.
Partisans are still useless past their infil role, so a received accuracy decrease would be appropriate and ability to upgrade weapons immediately after spawning and from anywhere on the map regardless of owned territory.
The intention is that partisans should upgrade weapons anywhere on the map. If it requires own territory, then that's a bug. Sorry!
Feel free to suggest scaling changes for partisans.
The Forward Headquarters is a very risky commander, if you removed the aura - add a point of retreat, because now there is no sense in keeping this headquarters on the front line
FRP are a no-micro design that only encourages blobbing. We might be seeing less of FRPs in the mod, but definitely not more of them!
In our first pass over EFA we, at least, tried to make every single commander
ability useful and balanced. In a future pass, we can look at some of the truly unviable commanders (hey, NKVD is kinda decent now with planes fix) and give them a different mix of abilities.
The buffs for the conscripts are wonderful, finally! But you keep penals roughly the same, only changing their veterancy speed and their ptrs damage. Isn't this dangerous since you now have effective and good conscripts and effective and very good penals. This will make a very deadly combo with the new maxim I fear.
To have the kind of scenario you're suggesting you need to build T1 AND T2 AND build a ton of each unit. That's kind of unrealistic. Our goal with conscripts is design them in a way that they will require some help from either T1 or T2 or elites to get their vet rolling.
We haven't had the chance to evaluate Penals properly yet. This is because:
- Everybody plays OKW
- Nobody plays Soviets
- Everybody plays Lend-Lease
As for the Elefant nerfs, I don't know man, it feels like it won't fulfill its intended role anymore. The damage is nerfed and its pop cap is increased. There is no price reduction or slight increased rate of fire or slight increased accuracy to compensate? The thing is bloody expensive and now it is less effective vs mediums as you intended, but also vs the heavies it is supposed to fight. The increased pop cap will hamper you from getting more units to support it too.
The barrage is supposed to provide a light-howitzer-like feel for the Elefant. Thus, if the enemy doesn't go tanks, you still have something to show for your popcap.
At the moment we don't know how strong/weak the barrage is. Currently it fires as many shells as the SU76, but with a much bigger AoE.
The changes to the stuka dive bomb aren't clear to me. You remove its critical hit modifier and then you give it more aoe. Doesn't this like buff it? Any plans on giving more visual warnings for this ability? The sound can simply not appear when action is going on.
It's a straight nerf.
Stuka dive bomb used to kill all infantry units within 15 radius. With the changes the OHK radius is reduced dramatically. Since we don't want to have a useless ability on our hands, we increase the damage it deals to affected infantry units.
The scope nerfs are decent, but why not make it a toggle ability? This toggle ability could punish the vehicle with slower (turning)speed and acceleration. Add a delay of 1.5 seconds or something. This would work well with the Ostheer Panther since it has to stand still to hit anything anyway. Would work well with the stug and elefant too.
That could be an idea. Our goal with the delay was to emulate the turning rate penalties other units receive.
The problem with what you propose, however, is that we need to find a suitable slot to place the ability that will be the same for all vehicles. We already had issues doing this for handbrake
I'll try to investigate.