EDIT: Why not just make the OKW faust more expensive when no truck has been built similar to the flaktracks smoke ability at vet 0 and vet 1?
That could be an idea. We just didn't think about it. Though, it would be a bit too convoluted to convey to new players.
The "problem" with fausts, though, is that they require 0 forward investment. You only pay the munitions if you get to use them. Otherwise you keep the munitions, and you don't need to sacrifice any AI-killing power to get them. At the same time, the Soviet player is required to put 15 fuel and some manpower on the wire, regardless of whether their rush will work.
We're also very close to release, though, and there's too little time to evaluate that. Thus, going for the devil we know seemed more appropriate.
I'm not 100% convinced T2 "healthy" openings will work well vs OKW (due to conscripts). However, if Maxim fails, there's always the fallback option of dshk/m5 quad to act as a supplement for Maxim suppression. In that case, it would be nice to know that there's at least T1 openings that can work.
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I understand that it will dissuade OKW players from going kubel spam into fussilier spam but you have to understand that for the players who actually just get 1 kubel and 3 volks or 4 volks open they have zero defense against a flame car rush. That more or less completely breaks the ability to go for mechanized becauase you want your fausts as fast as possible. Or you go for an earlier raketen and because you have 1 less fighting squad you'll generally lose map control.
The only way we can touch OKW in the patch is through their fausts. The only way we can touch Soviets in the patch is through the Maxims.
The results we have so far say that we need to tweak Soviet power with relation to OKW. Should we restore Maxim spam, or should we restore the viability of M3A1?
The scope makes no sense this time, and we feel that reintroducing faust timing is the least-frustrating way forward for both factions.
At the very least, new Soviets cannot be worse than pre-WBP Soviets due to a variety of reasons:
- Soviet vehicle nerfs
- OKW vehicle buffs
- Penal nerfs
- Guards nerfs
Thus, that early forced raketenwerfer will hurt that much less now.
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first of all why not wait for gcs to decide wether okw is op or not in some aspect(which they are not its brits and usf that are pretty broken,but maybe remove the allied bias filter then you may see it)
and which op abilites..?? zeroing arty and overwatch which is most of the time kills your own units lol
https://www.coh2.org/topic/60453/gcs-placement-match-stats-w-updates
Siphon X also has detailed stats about which units were fielded and how often.
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Ok? but how is this different from Ostheer? M3 clown car rush doesn't work against Ostheer because they have the super early fausts. You don't see Ostheer getting their fausts nerfed behind their T2 building or battlephase 1. If it's because the raketen is on T0 and the pak40 is on t2 that's a rakaten issue or a pak40 issue. Is it because volks are generally more powerful than grens because of the extra man? Volks spam is one of the two only strategies you can go for as OKW which is why their fausts are so abundant. Ostheer have more options which is why this isn't an issue probably. they can get MGs, mortars, some grens, snipers, Ostruppen with doctrines. Saying that OKW fausts are to numerous early game is a poor way of saying their design sucks but we can't change it because of scope. If you want to do the munitions change to lower the usage of the faust fine but it probably won't have a large enough impact and that I agree with you on. But I still do not see a reason to allow flamecar rushes against OKW inorder to force out a raketen so OKW has 1 less fighting squad while the clown car can more or less avoid it.
The hope is that the sheer fear of the enemy rushing a light vehicle will dissuade OKW from overinvesting into the kubel-heavy openings we are starting to see as a result of WBP. That will limit OKW's early-game territory gains and, you know, maybe Soviets can have a chance.
Grenadiers cannot go toe-to-toe with the vast majority of the enemy squads. Thus, you have to make a compromise with how many support weapons you field, and how many Grenadiers (and where you place them) to prevent yourself being overrun by light cars.
With current Volks, there's really no compromise. They're amazing for their cost, so why not spam them right off the bat? This is especially after early OKW game with:
- Sturmpioneer starting squad
- Kubelwagen armour vs small arms fire
- Sturmpioneer repair speed efficiency (which allows Kubelwagens to press on and bleed squads)
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I wasn't so much getting at the timing as the cost, OKW snares shouldn't cost more than other factions.
Look. We've already tested this in WBP, and we've already seen this in GCS. OKW's lategame is insane. Part of the reason behind the complete insanity of OKW's lategame is the insane cost-efficiency/power of their abilities.
By upping panzerfaust we are limiting access to those OP abilities. That won't stop OKW late-game from being OP as fuck. However, it will make it be a tiny bit less OP.
It doesn't take a genius to see what needs to be changed. However, for as long as Volks and OKW lategame has the potential that it currently has, I am sure they can survive 30 munitions fausts. At least they have fausts.
Bottomline:
The only reason why we touched Panzerfaust cost was because we weren't allowed to touch any of the other OP OKW abilities.
Panzerfaust cost will be restored when the OP abilities also enter scope; not before.
End of story.
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So, in your own words, you're reverting a good change to compensate for the overpowered OKW imbalance that you can't change.
I can understand the logic but surely it would make more sense to change the overpowered stuff? And if not, to leave the good change until you can fix the overpowered stuff. Yes OKW would be overpowered in the short term, but in the long term it makes it easier to pinpoint exactly what needs to be fixed in the future.
Faust timing was not a good change. It was a premature change.
Faust timing should have been with light vehicle changes, which had already been thoroughly tested before they became reverted.
Cost reduction worked OK for WBP. However with Brit nerfs and Soviets going out of the window, it's no longer justifiable to give everything to the OKW.
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Smith, you guys are now reproducing the problem OKW had when their faust was 35 munitions and locked behind a set up truck, meaning no effective counter to flame clown car rush.
Why the double nerf though? Why nerf its timing and its price?
I understand that nerfing cost/timing of the panzerfaust is a backwards change, however this is the only choice we were allowed to make to prevent Soviets from being a complete basket case vs OKW.
The timing is to allow Soviets to use M3 when OKW is present. Early faust means that OKW can spread far and wide without worrying about consequences.
Increased munitions cost is to mitigate OKW's late-game where they have some of the most ridiculous munitions-based (or free) abilities. The following abilities will require either a performance change or a cost increase:
- Combat Blitz
- Infiltration grenades
- Flame grenade
- Kubelwagen detection
- Jagdtiger engine upgrade
- Minesweeper upgrade
- STG upgrade
Since we cannot make OKW late-game even remotely fair in comparison to other factions (except for Croco/Firefly Brits), we were forced to restore an artificial early-game weakness.
Look through the changes in WBP/GCS and tell me which changes you would revert. This is the only choice we could make to prevent a complete OKW rofl-stomp.
"Fixed an issue where the firing arc of coaxial and hull MGs for British faction tanks was smaller than that of other armoured vehicles. This fix will improve the target acquisition of British tank MGs."
Does this effect AEC too?
All tanks, including Comet, Churchill, Cromwell, AEC, Firefly.
You won't really notice a difference on the AEC (was 5 degrees now it's 10), but you might notice a substantial change in Cromwell/Churchill MGs (some of them had 2.5 degrees).
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Note that, unless we did something wrong, v1.3 is meant to be the final version of the mod. If you guys can get some games going let us know how the Maxim feels, etc.
We require timely feedback.
So we're reverting OKW fausts back to pre March 28th patch unlock wise? After the truck has been set up? This is one of the problems why OKW was so weak to light vehicle rushes like M3 flamer clown car. I see no reason for this unless I'm misinterpreting the statement. It could be beginning to setup, but I'd need clarification.
The thing is that early OKW faust was meant to come at the same time as the other light-vehicle changes that we wanted to introduce in WBP. With the early faust, OKW could feel confident spitting out Volksgrenadiers (without having to worry about pesky rakketens) rendering light vehicles (minus M20) completely useless vs OKW. This left the way wide-open for Kubelwagons.
I know that reverting the faust seems completely lame, since it makes MechHQ starts even less appealing than before. However that's the only thing we were allowed to touch from OKW (which, somehow, completely dodged infantry scaling changes in WBP, and then managed to get through GCS with the overwhelming majority of its cheese untouched). The choice was between making MechHQ less appealing, or keep light-vehicles completely unviable.
This change is meant to be interpreted side-by-side with the overall changes to Brits and, especially, Soviets.
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How many times it must be said that the USF popcap bypass it's a feature, It's not an "exploit", it works as intended by Relic.
Popcap bypass is not a feature per se. It's a pragmatic compromise between:
- How much USF late-game sucks anyway
- How much effort it would take to fix the exploit, if that would require reprogramming the core engine
FYI, we have found a way to implement protection against poppcap bypass using some simple mod tools tricks.
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Suppression from 0.00005 to 0.00006
Suppression versus suppressed targets from 0.5 to 0.65
Suppression versus light cover from 0.5 to 0.75
Suppression versus heavy cover from 0.1 to 0.2
Nearby suppression modifier from 0.8 to 1.25
What is going on here? Surely you don't have to change the values vs cover & suppressed squads that all other machine guns use to get the maxim working correctly?
Given OKW design, we had to give Maxim long burst to allow OKW infantry to jump back and avoid being locked down by the Maxim.
However, due to the fact that it takes so long to deliver the burst, we found out that the Maxim was hot trash vs blobs (put 5 Volks on top of one another, and right click behind the Maxim; only one will end up being suppressed). This is because you can't afford to change targets easily with the Maxim to suppress (else you cancel out your burst). That explains the suppression vs suppressed modifier, and the AoE suppression modifiers.
The reason why we messed with cover modifiers is because the Maxim deals low base-line suppression (again, to avoid 1-v-1 maxim spam). However giving the Maxim the normal cover modifiers with lower suppression means it wouldn't function in the late-game. Think of it what happens to Vickers MG in the late-game (with cover craters everywhere), and multiply it by the fact that Soviets don't have Tommies; they have Conscripts instead.
Going the third route, which means simply increasing Maxim veterancy to offset terraforming means that if, at any point, your Maxim gets wiped, you no longer have access to reliable suppression when you most need it (i.e., when STG Volks are raping the conscripts). Allowing the Maxim to work OK in the late-game off the bat will ensure that T2 has some merit as a tech tier in the late-game.
PS: If we ever want to make Vickers worthwhile for the late-game we would have to apply similar anti-cover modifiers (if its range goes down, that is).
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