It's still a great tank and is powerful early game. Still has late game utility. Nerf hasn't changed much except time to burst down a squad. And it comes out a bit earlier now.
This pretty much. The ROF decrease results in a net DPS loss of barely 15%, and the new AoE model count restriction won't apply in the majority of combat situations, either. Together with the slightly earlier arrival I'd argue the combat value of the T-70 has hardly been reduced by the Balance Preview changes. Yes it might dish out a bit less damage against extremely bunched-up or garrisoned targets, but nerfs to mobility or survivability would have hit the unit way harder than a mere readjustment of its already great DPS. |
i'd probably just make it an active ability that has a set duration of, say, 90 sec during which it will auto-attack once just as it does now and slap a munitions cost to it (maybe 30 to 50 mu). after firing or the end of the ability's timer, it goes back into the usual cooldown.
et voilà, cb now requires a bit more thought and player input and has some economic penalty adequate to its strength. |
Thanks for pointing that out about the ml20. I just went for the ml20 barrage profile instead of the ml10 on its own, ill change that right away (It dosnt help that their are 10 weapon profiles).
oh yeah, tell me about it! i've lost count of how many times i've run into the same issue and ended up redoing a whole batch of calculations just because of that.
Against hard targets, counter barrage damage is warranted. The nature of counter barrage against infantry and support weapons like mortars is different (I believe it even reacts to the zis barrage too), having 70 mid aoe dmg is ludicrous and overkill. If any modal gets hit, it only would take one round from afar to kill it.
Also where abouts does it say an increase in range for counter barrage?
not sure about that one. from the editor it appears that both abilities have the same (i.e. 250) range. |
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iirc both scatter and AoE damage of the leFH and ML-20 are almost identical (the mid AoE damage for the ML-20 should be 56 instead of 30?). so the "base" performance of the two arty pieces should be quite similar, except the higher near damage of the ML-20 (not really too important against infantry unless in heavy cover) and the extra shot fired.
counter barrage is a whole different beast though, as Descolata already pointed out. i'd say the higher base damage is justified as it gives the leFH a bit more power against self-propelled howitzers - one of the intended targets of a counter barrage. if it should also be that much more deadly against infantry is probably debatable, and a reduction of the AoE mid damage modifier might be a good call to bring it back in line with other on-maps.
this or the active resource penalty as suggested somewhere above might also do the trick. |
I propose a new discussion thread. Should Heavy Cavalry commander have big fat horses being ridden by fat rifleman with elite bazookas?
ok, NOW we're talking! |
Can you pls add the preview M1 mortar and Heat barrage for Howizter?
i wasn't even aware of any upcoming changes to the heat shells. do you have more info on that?
i'll try to look into the m1 changes soon if time permits |
Apparently I hadn't used the correct AoE profile for the US-M1 mortar back then, but instead that of the mortar halftrack in the calculations by accident. This made the M1 look quite a bit better in comparison than it actually is in live. Updated the OP and all relevant graphs with the correct data, now displaying the real power level of the glorified combat smoke dispenser.
And as a small bonus:
The damage curves for the revised Pack Howie in the Balance Preview under similar conditions (against a 6-men model squad in either clumped or spread-out formation and 40 or 80 m distance):
The reduction of the AoE near and mid distances sound like quite a harsh nerf initially, but should result in only a rather modest DPS loss in the range of 10-15%, depending on engagement range and squad spacing. |
So all the good maps? Are you actually on crack?
i'm going on a limb here but i think you've missed the joke |
You are also forgetting that Stuka/Werfer completely shuts down pak howi plays. Why would I go for a pak howi if it can't punish big ol blobs in 1-2 hits? Not to mention how slow the pak is, both in autofire and movement and easy to decrew (especially if the carrier is killed). I can backtech to get an MG, but in teamgames, it's usually useless, unless you get 2 .50 cals, which takes quite a bit of pop cap. Pak howi should not be accurate in autofire but it should be deadly. Less chance to wipe static squads but doesn't care about blobs since it's a target rich environment already. Pak howi can wipe more often but usually it takes 3 shots to wipe a full static squad, which is just enough for a 340 MP unit. If it fired more frequently I'd understand that the big nerfs are warranted. Pak should get a slight AOE nerf, not a 50% one it currently has. I've played it and it never ever punished blobs in V3. I always go for double pak and it's been firing at a 4x volks + 2x obers blob that were clumped up on Port Of Hamburger on the middle bridge. 5 shots altogether hit, killed (I think) 4 models altogether. Something like that. Tightrope video to watch how it behaves in a PERFECT scenario: https://www.youtube.com/watch?v=SUEU2BmXnK0&t=1103s
Now tightrope really clumped up A LOT (9) of squads. 0 models down. 0 bleed. Activate werfer or stuka on such a blob and it's gg. Of course, they come later and cost fuel alongside MP. And they are useless after that salvo. However, if given the chance, I'd much rather have a stock werfer/stuka than a pak howi -> In teamgames. If I played 1v1, I'd seldom get stuka and probably never werfer and would always prefer pak howi for that continuous damage and bleed.
Of course that howi needs a nerf. But not from:
1.5/3/4.5 to 1/2/4.5
But from:
1.5/3/4.5 to 1.25/2.25/4.5
Of course, that would be my middle ground for 1v1/teamgames. I don't think I've ever had a 3v3 where the enemy didn't go for LeFH (counterbarrage counters hard), stuka (hard counter), werfer (hard counter), Inf.sup.gun and somehow dealt with the paks, or at least kept them off the field for long enough to repair/reinforce and just be a big enough nuisance to force me to abandon the pak howi play and go for scotts to use them as smoke dispensers. Especially vs elefants and the likes. I haven't used scotts as anything but the smoke dispenser in live, and I def. don't plan to use them as anything else when the patch hits. Again, they can be quite useful in 1v1.
I understand that the patch focuses the least played mode since it's the "most" competitive but still....
All in all, I've seen people complain about the 10 armour reduction on Brummbar and calling it a useless unit that can't wipe squads... so I'm inclined to not give a F about anything. Still, would be nicer if 3v3+ got some love, especially in the map department
the picture you are drawing here of the impact of the AoE changes to the Pack Howie is pretty much blown out of proportion. yes the numbers do look drastic, but if you do the math this accounts for only a 10 - 15% DPS loss at typical engagement range within the first two shots fired.
and, contrary to the AoE changes to heavy tanks a while ago (which decreased the damage output by a similar margin but, at the same time, severely limited the ability to one-shot full health models), the Howie was never able to instagib entities at 80 HP in the first place. hence the reduction of the AoE near and mid distances has much less impact on the ability to drop models than it may appear on first sight.
EDIT: seems like i didn't get my math straight before posting: the DPS loss should be about 15% at max range (80 m) and 10% at close (40 m).
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Solution for 1v1 is pretty obvious:
"l" - Faymonville
"r" - Crossroads
"n" - Nexus
"o" - Kholodny
"2xa" - Langreskaya
"r" - Mill Road (I heard rumours it's being ditched in favor of a slightly reworked version of Pripyat Summer)
damn... beat me to it haha.
in all seriousness, why are there so many 1v1 maps on the chopping block? i agree to removing 2 or 3 of the worst offenders (looking at angoville as my top pick) but a whopping 6 of them? would be sad to see some of the newer but less popular ones, such as rechnaya and ladoga walk the plank. |