V1.3 Show Spoiler DBP V1.3 UPDATE
The December Balance Preview is off to a good start and the community's feedback has been incredibly helpful as we work on fine tuning these changes throughout the remainder of the iteration period. In this update we changed focus to look at various elite infantry units and potential over performing bonuses acquired through veterancy. The following proposed changes is aimed to help within infantry scaling for various factions.
Commander Revamp Update
As the Commander Revamp survey has now closed, we are excited to announce which commanders we will be looking at revitalize in the December Update. We hope to complete our first pass on the proposed changes to the commanders listed below will before the end of next week. Similar to all Balance Preview changes, the Commander Revamp changes will be available to test in the DBP Mod when the changes are ready to go.
Commander Revamp Commanders
* (USF) Recon Support Company
* (USF) Mechanized Company
* (SOVIET) Tank Hunter Tactics
* (SOVIET) Guard Rifle Combined Arms Tactics
* (BRITISH) Royal Engineer Regiment
* (BRITISH) Commando Regiment
* (OKW) Feuersturm Doctrine
* (OKW) Luftwaffe Ground Forces Doctrine
* (WEHRMACHT) Jaeger Light Infantry
* (WEHRMACHT) Osttruppen Doctrine)
GENERAL
Infiltration Units
To give players a better chance to react to infiltration units and to reduce the number of guaranteed squad wipes caused by infiltration units, the following change has been made:
All abilities now start on cooldown (the default cooldown of the ability)
This affects:
Infiltration Commandos
Fallschirmjager
Partisans, both variants
Stormtroopers
JLI
-without a buff to partisans they'll likely be useless now. What about 3 seconds of camouflage when they first come out so they can find cover and let the cooldowns reset?
Demo Charges
To give players an opportunity to react to activated demo charges and to reduce mass squads wipes of this weapon, the following changes have been made:
Demo Charges now have a 3s timer once activated (timer is visible to all players; similar to satchel)
Cost reduced from 90MU to 65MU
Garrisoning
We have made some fine tuning changes to garrisoning to make it feel more responsive and reduce squad wipes on building destruction.
- This will make demo charge useless! It will cease to be used as an anti blob measure, won't really benefit much from being used with mines, and will be dodged in most garrisons by every unit except for mgs.
Reduce unload time from 0.5 to 0.375 (per model)
Reduce load time from 1 to 0.75 (per model; 3.25 remains max per squad)
Reduced grenade damage vs buildings (the structure itself; not the units garrisoned inside)
USF
Rear Echelons
Volley-Fireâs potency is being reduced on weapon rack items to prevent Rear Echelon from immediately pinning down infantry in the late game if they are upgraded.
Toned down Volley fire for slot weapons; now all slot weapons gain a 0.0025 suppression that does not ramp up
Lowered suppression values for the BAR by 50% and the M1919 LMG by 70% when Volley-Fire is active.
Captain
âOn Me!â will no longer provide combat bonuses to better represent the abilities lack of munitions cost and to limit the power of blobbing infantry around the Captain. âOn Me!â will still break suppression and allow infantry to sprint to allow USF players to relocate units on the field.
Removed the weapon accuracy and received accuracy bonuses from âOn Me!â (it still breaks suppression and makes inf run faster)
M36 Jackson
The M36 is having its damage modified to make it less potent in terms of burst damage against lower health vehicles while becoming more reliable vs heavy tanks (HVAP rounds remain unchanged).
Damage from 200 to 160
Penetration from 240/220/200 to 260/240/220
SOVIETS
Soviet Forward HQ (Commander Ability)
To make this ability less frustrating to counter while keeping it a viable option for Soviet players, the following changes have been made:
Requires structure to be in connected territory.
+50% damage converted to+25% accuracy
Armor modifier from +50% to +25%
Reduced cost from 300MP/60FU to 250MP/40FU
-will have to test and see
For Mother Russia (Commander Ability)
The âFor Mother Russiaâ ability is having its potency reduced to bring it in-line with the recent changes to Conscripts.
+100% Armour bonus removed (accuracy and speed bonuses remain)
Duration reduced from 60 seconds to 30.
-now a very expensive short ability. Maybe give some form of suppression resistance?
Conscripts
We are reverting the AT grenade and Moltov upgrade merge due to its cost effectiveness while making minor adjustments to some Conscript abilities.
Molotov cost from 15 to 20 (does not affect Partisans)
Tripwire cooldown from 0 to 30
AT Grenade upgrade and Molotov upgrade are once again separate
Molotov tech cost reduced from 125MP/15FU to 80MP/10FU
Okw gets snares and grenades with their first truck, wehr with their t1. Why not only make them side tech got access to these abilities but also make them separate?
T-34/76
We are slightly increasing the cost of the T-34/76 to match its performance.
Fuel price increased from 80 to 90
T34-76 is already kinda crappy. Since it can't reliably penetrate panther's or bigger it could really use a speed boost ability or rework ram to instead just stun both crews.
PM-42 (Soviet T2 mortar)
The PM-42 Mortar will now have the âFlareâ ability from the start to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.
âFlareâ ability no longer requires veterancy
Veterancy 1 reduces âFlareâ recharge by 25%
-recon abilities are good!
ZiS-3 Divisional Field Gun (AT gun)
We are improving ZiS-3 access to its barrage ability to make up for its low rate of fire and limited penetration. This will emphasize ZiS-3âs secondary role as an indirect fire unit that can soften up enemy positions.
Popcap reduced from 9 to 7, to match its performance
Reduced cost of ZiS-3 barrage ability from 60MU to 35MU
-good! Maybe too good
WEHRMACHT
Grenadiers
Grenadiers are receiving a decrease to their population to better match their performance in comparison to other mainline infantry.
Popcap reduced from 7 to 6
Pak 40
The Pak 40 is having its population reduced to better match its performance with other anti-tank guns.
Popcap decreased from 9 to 8 to match actual performance
-fair
251 Flamethrowers
With the recent changes to garrisons, the 251 is getting a reduction to its damage against entrenched infantry to give players a chance to react and de-garrison.
Far-aoe reduced from 1 to 0.5 (only really affects anti-garrison damage)
Stug G
We found StuG Gâs âTarget Weakpointâ ability over performs for its cost while unit's machine gun lacked some needed defensive capabilities vs infantry. Thus, the following changes have been made:
TWP's main-gun disable reduced from 15 seconds to a blind critical that lasts 5 seconds.
TWP's damage reduced to 50% (to account for guaranteed penetration)
MG cost reduced from 50 to 35
MG range increased from 35 to 40
Ostwind
The Ostwind is being improved to make it more consistent and reliable as an anti-infantry platform (regardless of map) while still able to chip away at armoured vehicles.
Projectile no longer collides with terrain
Distance scatter max increased from 2.9 to 3.5
AOE distance reduced from 1/1.25/1.5 to 0.5/1.5/2 (to compensate for projectile changes)
AOE damage reduced from 1/0.15/0.05 to 0.8/0.2/0.1 (to compensate for projectile changes)
Cost reduced from 100FU to 90FU (does not affect the OKW version)
Penetration increased from 45/40/35 to 55/50/45
Max range increased from 40 to 45
-good ostwinds chipped away at infantry slower than a luchs.
Tiger (does not affect Tiger Ace)
The Tiger is receiving mobility boosts to allow the Tiger to navigate the battlefield more easily and disengage from threats such as anti-tank guns or tank destroyers.
Speed from 4.7 to 5.2
Acceleration from 1.5 to 1.8.
Deceleration from 1.8 to 2
Popcap increased from 19 to 20
-Heavier tanks DO NOT need more manueverability it's difficult enough to kill a tiger when it's supported, has smoke tactician, and blitzkrieg. Blitzkrieg should be done away with and put on medium tanks only allied and axis.
Panzer IV
To allow the Panzer IV to better combat medium tanks at a distance where it has the advantage of stronger frontal armour and rate of fire, the unit is receiving a slight penetration increase.
Penetration increased from 120/110/100 to 125/115/110
Fuel cost reduced from 125 to 120
-good change
Panther V
Now in an even better spot.
Coaxial and hull MGs performance improved to now match that of OKW Panther
Elefant
Given the Elefantâs role as a dedicated anti-armour vehicle, its accuracy is being increased to improve reliability at range.
Accuracy increased from 0.05/0.375/0.025 to 0.055/0.045/0.03
-accuracy never seemed that bad, but ok
**JU87 Close Air Support Loiter (Commander Ability) **
We are slightly lowering the damage of the JU-87 to ensure it remains a potent ability, but is no longer capable of outright destroying medium tanks in a single pass.
JU87 Loiter damage reduction from 60 to 50
OKW
Sturmpioneers
We are increasing the viability of Sturmpioneers to allow them to better support the rest of OKW army in a combat role.
Reinforce time decreased from 10s to 7s.
Build time decreased from 40s to 28s.
Population cost decreased from 9 to 8
Panzerschreck price decreased from 90 to 70
Veterancy Changes
Veterancy 4 -23% Received Accuracy and +15% accuracy bonuses removed
Veterancy 5 +40% weapon accuracy moved to Veterancy 4 (Vet 5 bonus of no longer taking extra damage while repairing remains)
Veterancy requirements reduced to 580/1160/2320/2900/3770 (approximately a 10% reduction)
-probably overtuning here they're already good and support a number of roles
Base Flak Defenses
We are removing the OKW's free Anti-air capabilities to bring their AA better in-line with other factions.
Can no longer fire at air targets
-fantastic it never should have taken this long. Now how about a buff to constructed flak emplacements?
Schwerer Panzer Headquarters
Due to the nature of the Panzer Headquarters flak cannon, we are limiting its ability to shut down aerial-based abilities without some form of trade-off.
No longer automatically engages aircraft
Now has an Anti Air ability which activates AA mode for 60 seconds (while active it can engage both ground and air targets). After AA ability finishes, the gun will go on a cooldown for 60s where it can not engage any targets (air or ground)
-i like maybe a little too punishing but good move!
Stuka
We are adjusting the performance of the Stuka to prevent it from destroying team weapons and buildings in a single attack while making it more vulnerable to flanks and assaulting tanks.
Damage vs team weapons reduced by ~50% (affects the weapon, not the squad)
Damage vs Garrison buildings reduced by 50% (affects the building, not garrisoned squads)
HP reduced from 320 to 160
-good
Panzer II âLuchsâ
The following changes aims to reduce the Luchs potency vs vehicles and further define its role as an anti-infantry unit.
Moving scatter penalties increased from 1.25 to 2
Target table modifier vs vehicles of 0.0625 added
Volksgrenadiers
We found that high veterancy and upgraded Volksgrenadiers scaled too well vs other core infantry and overshadowed much of the OKW's own elite infantry. To compensate for this, the following changes have been made:
Flame grenade now unlocked when the first sWS Supply Half-track hits the field
Flame grenade now has a 0.75s timer on explosion
Faust price reduced from 30 to 25
Veterancy Changes
Veterancy 3 Received Accuracy bonus increased from 0.9 0.86
Volks require cover and to be stationary to benefit from their Vet 4 sight bonus
Vet 3's passive healing ability moved to Vet 5
All combat bonuses from Vet 4 and Vet 5 (+15% accuracy bonus & -20% weapon cooldown)
-not a fan of how soviets need to side tech for the same things volks get technically free
Sturmtiger
The Sturmtiger is being further adjusted to limit its ability to hide in the FOW and destroy units without being seen. In return, we are improving aspects of the Sturmtiger's defensive capabilities to compensate.
Popcap reverted from 20 to 18
Sturmtiger can no longer fire through buildings (Buildings now act as shot blockers)
Range reduced from 45 to 40
Reload duration decreased from 50 seconds to 40 seconds
Veterancy requirements decreased by 33%
Veterancy 1 grenade far damage increased from 0.05 to 0.25, radius decreased from 5 to 4.5, and AOE penetration decreased from 23 to 15
-i remember when the stumtiger used to not shoot through buildings it'd always clip on terrain, cover, telephone poles stupid things like that. Hopefully this doesn't bring back that behavior. -vet 1 grenade launcher is awful remove it.
Le.IG 18
The Le.IG is being tuned to require more player input to be used effectively. In return we are boosting its damage against ambient structures improving its support and anti-garrison ability.
Auto-attack range decreased from 100 to 85
Autoattack range bonus removed from Veterancy 1
Anti-structure damage increased (from 1/0.5/0.25 to 2/0.3/0.15)
HE Barrage recharge time increased from 30 secs to 40 secs
Smoke barrage recharge time independent from HE barrage
Intel Bulletin for barrage recharge lowered from -25% recharge to -10% recharge
Kubel
The Kubelwagenâs armour is being slightly adjusted to make the Kubel more vulnerable to strikes from the front, but slightly less vulnerable to flanks. The previous changes to hitpoint and armour meant a Kubelwagen could still cost-effectively duel most infantry units in the field during the early game.
Front armour further reduced from 3.5 to 3
Rear armour partially reverted from 1.6 to 1.9
Panzer IV
We want to make OKW Panzer IV to be slightly less vulnerable to infantry rushes and more effective in a generalist anti-infantry / anti-tank role. To accomplish this, the following changes have been made:
Cost changed from 360MP/150FU to 380MP/140FU
Population cost increased from 12 to 14
Scatter improved from 7.5/6.4 (angle/distance) to 6.5/5.54
Penetration increased from 120/110/100 to 125/115/110
Veterancy Changes
Veterancy 2 scatter veterancy increased from 0.75 to 0.866
Veterancy 4 range bonus removed (scatter bonus remains)
Veterancy 5 - Panzer IV must be stationary to benefit from sight bonus (similar to spotting scopes)
Panther V
We are adjusting OKW Panther veterancy to be more manageable for the opposing player at its later levels.
Veterancy 4 range bonus removed (scatter bonus remains)
Veterancy 5 - Panther V must be stationary to benefit from sight bonus (similar to spotting scopes)
King Tiger
The KT has received a slight adjustment to its veterancy 4 to help prevent it from out scaling opposing players.
Vet 4 range bonus removed (scatter bonus remains)
Pazerfusiliers
The following changes aim to put Panzerfusilliers on-par with other, similar infantry in the late game and encourage the use of flares for increased sight.
Population from 6 to 8
G43 upgrade sight range from +50% to +20% (from 52.5 to 42)
Veterancy 4 +15% accuracy changed to +15% capture and decapture rate.
Obersoldaten
Obersoldaten are being made more accessible through a number of changes with only some adjustment regarding their late game veterancy to prevent them from them out scaling counterpart infantry units.
Cost reduced from 400 to 340
LMG34 and Stg44 munitions cost increased from 60 to 80
Reduce reinforcement time from 12.5+ to 9
Built-time from decreased from 50 seconds to 36s.
Reduce popcap reduced from 10 to 9
Veterancy 4 received accuracy bonus removed
Veterancy 4 suppression bonus converted to âSuppressive Fire abilityâ
-best infantry in the game just got better, not Fan
Fallschirmjäger
Fallschirmjager are being adjusted to have better stock performance with only minor changes to their veterancy. Population is also being adjusted to match other Axis elite squads.
RA improved from 0.87 to 0.83
Veterancy 3 received accuracy bonus removed
Population from 8 to 9
Can now camouflage in cover when stationary without veterancy
JP4
We feel that the Jagdpanzers veterancy bonuses made it scale too well and become too lethal at higher veterancy. To reduce its lethality while keeping it an effective Tank Destroyer we've made the following changes:
Increase range from which it can be detected from 10 to 20
Veterancy Changes
Veterancy 2 armour and sight bonus removed
Vet 2 now increases accuracy by 20%
Veterancy 5 ambush damage/accuracy/pen bonus reduced from +150% to +25%
-good change
Raketenwerfer
To make the Raketen more reliable and consistent while bringing its stealth better in-line with other stealthed units, we've made the following changes:
Vet 1 speed bonus when stealthed reduced from +100% to +25%
Projectile now ignores terrain
Raketenwerfer can no longer be suppressed
-maybe too big a buff
BRITISH
PIATs
Due to the British's lack of snares and difficult competing against light vehicle rushes, the following changes have been made to the PIAT.
Range increased from 30 to 35
Far accuracy decreased from 0.038 to 0.025
Mid-range increased from 15 to 25
-good
Trenches
* Trench target size now significantly increases when they are abandoned (to allow tanks/AT to clear and destroy)
Mortar pit
To bring the counter play between the Mortar Pit and LeIG in-line, we have made the following changes:
Mortar Pit auto-attack range decreased from 115 to 90
HE/smoke barrage cooldown decreased from 75 to 40 seconds
Smoke barrage on independent cooldown form HE barrage
BUG FIXES & QUALITY OF LIFE CHANGES
Fixed issue where USF grenade bulletins were not applying to Rear Echelon smoke
Readjusted pathfinding
Remove forced movement from Commando squads that have recently deployed (makes squads ignore orders)
Removed Tank Elite Armor, Tank Commander arty from firing into the base
Assault Engineer/Paratrooper minelaying speed too low
Changed Ostruppen cover bonus indicator. Instead of an overhead crosshair indicator, Ostruppen cover bonus displays in the same way as the Tommy cover bonus indicator
Increase duration of TWP-like abilities, to match initial delay
Added a warning line for Stun Grenades
1 change i think would really help all around would be to remove the blitzkrieg ability from heavy axis tanks(Panthers,tigers). I think this ability should really only belong on medium tanks especially those meant for flanking. (T34, m7, Sherman's) It's extremely annoying when a have a 1hp tiger not only use blitzkrieg to outrun you're smaller tanks but use their smoke ability too. Why some of the beefiest units in the game get a speed boost while smaller ones that need to flank to penetrate armor seems like really bad design. I don't really have a comment on the rest of the panther nerfs other than i think just raising the pop cap is a really good way to fix some of their issues.
Also t34 ram could use a buff so that if you're chasing a tank that's reversing it can actually hit it instead of overheating it's engine.
[Sov] Scorched Earth/ Delaying Tactics
0CP: Counterattack Tactics [same as okw]
1CP: Ingenious Engineers [infantry ability]
(Engineers can now plant anti infantry mines, light anti vehicle mines, and tank traps)
2CP: Area Denial [infantry abilities]
(Engineers gain British cover/wrecked vehicle clearing charges. Infantry gain booby trap point or building ability. [35 munitions])
3CP: Scorch Earth [infantry ability/10 munitions]
(Disable owned strategic/fuel/ammo/munitions point putting it in a neutral state and requiring a 35 second repair before it can be captured again.)
5CP: Incendiary Strike or IL-2 Covering Smoke [Incendiary the same, smoke 40 munitions]
(Incendiary the same, covering smoke like the ostheer smoke bombing)
I'd also like to do an okw scorched earth that'd have some similarities but not now.