The Stuart's one of those units Relic kept tuning up and down, oscillating between total trash and levels of generalist overpoweredness that made even the T-70 look a bit meh.
It's current state is, in a word, servicable. It's a okay light vehicle hunter with unimpressive but functional anti-infantry capability. It does the anti-vehicle damage of a T-70, but its high armour keeps it fairly safe from P2s and 222s. Its abilities are awkward, but it doesn't need them to do its job.
However, its scaling is terrible, and its current niche (halfway between an AEC and a T-70) just isn't that useful. You'd never build it if you had a choice between those three units.
Seeings as we're doing a full balance patch with a pretty open scope, could the Balance Team take a look at it? Maybe sidegrade it into something a little more useful? |
lock it after tech ?
As Sander said, there aren't many great places. Lock it behind racks and you kill one of Airborne's main uses. Lock it behind one officer and it's too early, lock it behind Major and it's so late you'll probably end up putting BARs on them.
Therefore I suggested locking it behind CPs instead. |
these "gun shields" means pretty much nothing since on real situations you be either firing from max range or moving your AT away from infantry which completely negates the shields.
I'd hardly describe 50% damage reduction as 'pretty much nothing'. |
These Valiant Assault type abilities really need better descriptions.
'Units move faster and fight harder' is about as informative as 'this squad carries guns'. |
4x Thompsons or 2x M1919 with 6 models is not something I would put in CP2. They'd need to have their weapon upgrade gated behind some tech (probably weapon racks) to compensate, but then that would destroy one of their big advantages (that together with Pathfinders you can go for a Weapon Racks-less build and rush for something else like tanks). Ergo, not much can be done about their timing imo. At least in team games, I don't find it too hard to fit them into an adjusted build order anyway.
What if you kept their weapon upgrades and bundle nades gated behind CP3?
If you made some changes to their airdrop, you might even get away with CP1 timing if they don't have the upgrades. |
Nice that retreat is back.
Now give it sniper camo and revert back to 4 man.
Wonder is it hard to use sniper camo on the unit?
Do you mean have it automatically camoflague in cover?
That's mechanically achieveable but apparently creates issues where the Raketen's scatter shots hit its own cover.
I personally advocate having the Raketen camo automatically when stationary and out of combat. It's much more user-friendly than a toggle.
I'd do the same for the ZiS and the M-42. |
This is about their current vet 3 performance compared to their new vet 3 performance. The damage reduction is intended to make them more survivable against explosives, not small arms.
You could argue some small arms have surplus accuracy against vet 0-2 Grens, but that's besides the point.
Then yes, it makes them a little more survivable at close range against some weapons as they've got the effective health of a 5 man squad.
I don't think that's a big issue though. Vet 3 Penals and Vet 3 Rifles still stomp them into the dirt at close range. |
As Derby said. Was pretty hyped yesterday but now looking shocks etc. will be quite useless against them. Maybe better convert the 20% DR to 10% DR + 10-15% RA ?
If you think Shocks are 'quite useless' against Vet 3 0.8 Received Damage Grens, I recommend you fire up the CheatMod and test it.
They're anything but.
The high damage reduction will be unfair in close range, where cover is ignored and some weapons have >100% accuracy. Surplus accuracy will be wasted without the RA buffer. For example, here's the accuracy of vet 3 Penal SVT's at close range:
- vs old vet 3 Grens: 1,183*0,7 = 0,8281 = no accuracy wasted.
- vs new vet 3 Grens: 1,183*0,91 = 1,07653 = surplus 7,65%~ accuracy wasted.
Change the damage reduction to 10% and give some of the RA reduction back. That would mean no surplus accuracy for all small arms I know of, even with accuracy bulletins (Shocks, Penals, Pathfinder sniper).
I don't understand. Surely this 'surplus accuracy' would be wasted against Vet 2 Grens regardless? |
Those changes look good, but I'd personally suggest putting the entire manpower cut in Light Mechanized Company. That'd go a long way towards balancing the T2 skip the PGren changes made viable. |
What you say is interesting because I don't see other factions being utterly crippled without their stuff being free. Not saying they wouldn't be facing issues but not at that level.
Seeing officers as mandatory free otherwise the faction collapse is imo a game design issue.
If you remove the Officer, that's a 300 manpower swing very early in the game.
You'd need to make up the difference somewhere else. Swapping it out for the grenade unlock does not make up the difference. |