Place a 3 inch mortar team in T1.
Make the mortar pit into a garrisonable emplacement.
I'll will repeat this until I fucking die. |
OKW definitely, even in it's nerfed state, Wehr feels nerfed even when it's not. |
Thank god it's finally done. I think we started working on it at the end of October.
There are still ways to go in terms of balance. |
Much more work must be done in the future, but at least for now they've done what they can within Relic's limits.
And for that I congratulate them.
Cheers fellow modders. |
Dawn of War III is doomed to fail, this trend started with COH 2 after THQ's departure.
Relic went away from the love, time and devotion they used to pour into their previous games, and under SEGA's new leadership were only aimed at making a profit while losing their most loyal and hardcore fans.
The game is a joke and I can't even really call it an RTS game anymore because it has a HUGE fucking influence from MOBA games such as LoL, Dota and Heroes of the Storm, plus their graphics, which again, started with CoH 2.
Excuse me but fuck your competitive e-sports MOBA bullshit, I like many other Dawn of War fans and players want a combination of DoW and DoW II being DoW III, not an RTS with MOBA elements, we want our cover system back for which Relic is notorious for, not the stupid bubble mechanic, we don't want invisible bushes and certainly want our old Annihilation and VP modes back and not be only limited to the MOBA 3 lane destroy the enemy's core bullshit mode.
We want a tactical games set in the Warhammer 40,000 universe and abiding to the MOBA players will only doom the franchise, even Blizzard made a dedicated MOBA game instead of transforming StarCraft into one, which they could have done. |
I still believe replacing the mortar pit with a mobile mortar and transforming it into a garrisonable emplacement is the best way to go, instead of just nerfing it.
Baiting people into using it so sort of a good strategy I suppose, a sneaky one but if it gets results... |
Damage model in the game follows similar values.
For infantry it goes from 2-4-6-8-10-12-16. This is per bullet, so while a bolt action rifle deals 16, a faster firing AR or HMG which does 4 per bullet will be doing more DPS. This is why RNG wise, there are chances that a single volley from a squad might get a kill on a single model. Early on it's relevant (when fighting 1v1 squads) but as the game drags it's less important as multiple damage sources are combined.
On the AT role, MOST sources are set at 160, which is 1/4 of the health of a medium tank (T3476, Sherman, PIV, Cromwell). Then you have "soft" AT at 80-100-120 (small AT gun, Puma, Schreck, Zook, Piat, Su76 and snares) and hard AT at 200-240-280-320. (Jackson, KT/ISU, Firefly vet3, JT/Ele). REALLY low are set at 16-20-40 (PTRS, Flak HT, 222, Luch).
The difference is set mostly on penetration vs armor, RoF and range.
This is how you balance and understand most tanks engagements. HOW MANY penetration shots you can survive. If you have a PIV fighting a Jackson, it will survive the same amount of shots if it was fighting a T34-85 (4) (200*3 = 600 HP. You still need an extra shot to finish it off).
Something as small as increasing 2 HP (cof sniper cof), makes a unit "OP" or not, cause it can survive things which would generally kill (grenade, mortar shell or rocket) or survive an extra shot. This is also the reason people use the auto repair on the T70 (they can survive an extra pak shot even if the ability only heals for 1 HP).
Again, this damage and HP thresholds are what makes or breaks a unit. Stug/M10 are really effective because, while they have "lower" HP than mediums (560HP vs 640HP) it's basically the same when fighting (most) tanks and AT gun walls. They all die to 4x160 shots.
God damn, they ought to out you on the balance team , explained it like a professor. Nice. |
You could make it "good" against light vehicles/tanks not against everything. Also light performance is been normalised and giving tracking to piats will make less affordable to boom rush british lines. There's sniper and AT boys and it's not lacking in mines but yeah.
Not sure what to say to this. You were doubting if they had the same damage and talking about caliber. I just told you it was a clone stat wise besides the usage of target table.
About the Vickers and description, you should had to be gullible to take description for granted. Vicker is a early game oriented MG which deals more damage than the MG42 but drops in performance during the midgame when there is yellow cover around (gl suppressing anything). It has pros and cons.
Cause they are based on the original design of 4 vs 6 models. And there are several times on which opposing support weapons are superior when fighting their own faction. Take for example the USF AT gun. While not amazing against Axis, it's great against paper tanks of SU/USF. Maxim against conscript/Rifles.
I'm not talking about design, but balance wise. After you push out UK it takes an unrealistic number of time to kill it with paks, tanks or schrecks cause they will miss it as it has practically the same size as infantry models.
Take a look at the bunker and the UK trench model. Not sure why one is 26 and the other 2.
Nah I mean, they were "cloned" from those units, not that they're 1:1 stat wise, I never said that.
However I was surprised of Pak and 6 pounder having the same damage, as well as every other "normal" AT Gun, and that just doesn't make any sense, they're different caliber guns, they should perform and deal differently and different amounts of damage, at least if you ask me.
As for the support weapons, yeah, I see what you mean, but I still consider the Wehrmacht to have the best support weapons in the game.
Can't say anything more about the trench, I'd just change it's model in order for it to make more sense since it's a hard to hit target, that's all.
But I'm all for changing it stat wise, I'm sick and tired of the 50 manpower always mine British trench anyhow. |
All "normal sized" AT guns have the same damage (160).
6Pounder is a clone of the pak40 but because DLC faction, it has a 50% bonus accuracy against vehicles. Some say it's there due to no snares, but i call bs. Still pak40 is god due to TWP.
Trenches are unhittable because for "reasons", they have a size of 2 (?) vs +20 of other simil structures.
Hmm i'll argue that's it's more of a 5/7 due to entertaining value.
Huh, and yeah I know it's a clone of the Pak 40, hell it even says so in it's description in the mod tools I think, I'm not 100% sure, but I am 100% sure the Vicker's description says it's an MG34 clone.
And yeah I agree, however Brits do have a doctrinal snare squad in form of the Boys AT Rifle IS squad from the Special Weapons Regiment, and Pak is godlike.
I'd trade any support weapon teams for Wehrmacht support weapon teams any day of the week really, they're just superior to everything.
And yeah I know about the trenches, but still, giving the raketen as an example in this case is stupid, it hits the ground most of the time anyway lol.
Trenches don't really stand up to in-direct fire as I've found out tho.
And I hate their new models, I wish Relic still used the old British slit trench models from CoH, it just does not make sense for something that's obvious ABOVE ground to give whoever is shooting at it such a hard time.
And yes I do believe the British trench model is dug deeper and has less of it above the ground than the new CoH 2 trench model. |
+ the best AT gun
+ bonus MG range in house for whatever reason
+ the most cost effective Engineers
+ trenches unhittable by raketen
+ playercard pls
but what you fail to see is the most important point:
with brits you need MAYBE HALF OF THE CLICKS YOU NEED FOR EVERY OTHER FACTION
The British 6 pounder is comparable in performance to the Wehrmacht Pak 40, plus I believe the Pak has more damage, since it has a bigger caliber, it wouldn't make sense for a lower caliber weapon to do more damage (75mm vs the 6 pounder's 57mm).
The Vickers is also one of the most expensive MGs and has a comparable performance to the Maxim except it's meant to be an Allied MG42, which it is not.
The only pros it has is the range extension at Vet 1 when it's garrisoned, it lacks the vet 1 anti-vehicle ability of both the MG34 and MG42, and of course their suppression and fire rate, but is T0 unlike the Maxim, MG34 and .50 cal.
The Sappers are the only saviours for cheap infantry of the British, if you lose your 2 or 3 squads of IS, you will not be able to replenish them most of the time because of the manpower strain on the British Army.
Everything is unhittable by the raketen lol, it's bugged, why do you think people want to replace it with a Pak 38/40? It's fucking bugged.
Up yours, we're playing the same game, I don't give a fuck if you #1 on the leaderboards, that doesn't mean shit to me, the units which we use have the same stats, the only difference is in our individual use of said units.
OKW was the same before the nerf to them. |