Firing in FoW hurts accuracy by a lot. Having flares always accessible means that you have an advantage over other mortars since:
- You know where to shoot at
- You are more accurate vs them than they are vs you
Having flares also means that you know which spots are currently covered by MGs.
What about making the Soviet mortar deal more DMG instead of giving it more "utility"?
By the way a unit in very serious need of a buff, the IS-2, is getting nothing. Why is that? In 95% of games vs. Soviets I dont see the IS-2 and if it is used it is super ineffective and generally just a waste of ressources. Please buff IS-2, just as the mortar it is (almost) never used because it just sucks too much. |
I think it is time to slow down with balancing, release a DBP BEFORE V1.3 with commander changes, let the meta set down and then focus on another patch. Or else it will end as FBP - an utter mess that was hated by community and shut down by Developers.
Sometimes less is more
This. Please not another FBP with way too many changes. I like most of the changes but I fear as Hector said that it´s not going to have a very predictable result. Less changes are better because they can actually be tested.
|
Generally the 1.3 changes seem pretty decent. Only thing I am getting worried about is the amount of changes. I would prefer balance patches to be limited in their scale. The more changes you implement the less predictable the outcome will be.
OKW changes btw are excellent, exactly what is needed. |
The Soviet mortar change is the greatest change in this patch, this is what I've been waiting for so long, don't touch its performance and leave it useless.
yeah it´s sad...the soviet mortar needs a performance buff badly. not sure why this is not possible. |
I also agrees, and already made a bunch of screenshots where my mortar (made at the beginning of the match) made zero or a few kills in the 20 th minute of the match, with this I constantly nursed him.
Yeah. The only really useful thing it offers is to pop smoke while you try to clear out garrisons, especially MGs. Sure if you have very good RNG even the soviet mortar can prove to be efficient but most of the time it just flat out sucks. |
Wehrmacht commander with:
- Elephant
- Bomb
- Reconnaissance aircraft
OP and requires redesign
Yeah true...You also forgot the mention tank scopes which make Elefant and Stug too good. |
Why is the soviet 80mm mortar not getting some love? This is one of the Soviet units that is just ridiculously UP and thus almost never used in serious games. |
Btw..Why no changes to Panzerfüsiliers? |
Could you provide me with reasonable arguments as to why you think why the proposed Panther changes will cause the Panther to underperform. Also in what way do you think that the changes reduce the performance of the OST Panther, rather than enhance it?
My argumentation is as follows
Live-version vet2 OST Panther is a great unit. It just takes so long to get there, and it's too big of an investment until then.
In the live version, if you've managed to get your OST Panther to Vet2, it's a great unit. It's more than great; Now you're also one breath away from Vet3, where you get a nifty reload bonus. You are probably going to get it now because the Vet2 bonus significantly increases the survivability of the Panther.
The reason is because Vet2 boosts the following stats:
- +10% Armor; that's a relatively minor bonus
- +20% Hitpoints; that's a major bonus, as it now requires 6 penetrating hits to kill your Panther
The HP bonus is always valid and can never be bypassed; regardless of the penetration of enemy weapons, deflection damage, or even if your Panther is facing the wrong way.
Sidenote:
The DBP doesn't remove the major +20% HP bonus. It only removes the minor +10% armor bonus from Vet2
The only problem with OST Panther Vet2 is that it takes some time to get there. That's because:
- The Panther has low DPS (thus, low potential to accumulate veterancy)
- If T3 is not skipped, the Panther comes very late into the game, and has little time to accumulate veterancy
- Worse yet, there is not much time left to use your Vet2 bonuses before the time ends
Thus, in the live game, your Panther will spend most of the time being a meh unit, and very little time being a good unit until the game ends.
To address this, DBP changes the Panther to make it:
- A good unit from the moment it hits the field (upgraded from meh unit)
- Make it remain a good (but not OP) unit from Vet2 onwards
Now, why is the OST Panther meh at Vet0? The most important reason for the Panther being meh is that it comes out too late, if you cannot afford to skip T3. Everything else has gained more vet at this point, and the Panther has a lot to do to catch up.
Secondly, the OST Panther is meh at Vet0 because it has low DPS. The gun has very high penetration, but it fires too slow. Even if you flank a heavy-armoured target with the Panther, there's no pay-off; you're probably now showing your rear armour too, so now you lost your advantage.
How does DBP achieve that? From Vet0 onwards, the Panther now benefits from:
- Faster reload. This improves Panthers DPS vs all targets, from the difficult-to-hit light vehicles, to the trivial-to-hit heavy vehicles
- More consistent reload. This will allow people to use glide-shot micro to improve their chances of hitting.
The latter is crucial since previously, Panther shots could drift up to one second. Even if your micro is on par, you'd have to, sometimes, spend 1 second stationary, seeing your target run away and your momentum diminished.
With tigher reload times, the OST Panther can finally benefit from glide-shots, just like every other tank in the game
Finally, since both buffs take effect from Vet0:
Your OST Panther is now a much better unit during the miserable timeframe between Vet0 and Vet2, where your Panther used to suck.
Moreover, since your Panther hits much more frequently, and more consistently, the veterancy gain speed will improve.
This means that the OST Panther will spend even less time at lower veterancy levels, where it used to suck
The Vet0 buffs do not go away with veterancy. The new Vet2 Panther will still fire faster than the old Vet2 Panther. The Vet0 reload buffs will also stack with the Vet3 bonus.
Finally, no. We don't know if the reload speed bonus will be enough without testing it extensively first. If the reload speed buff is too small, we'll increase it; if it's too big of a buff, we'll decrease it.
So, stay tight and give us feedback based on your in-game experiences with the new Panther
Now, repeat after me:
- The big #1 reason why Panther sucks in 1v1 is almost exclusively because of teching cost, and teching synergy in OST
- It is completely absurd to expect the Panther to be fixed without fixing teching costs. Otherwise we're just breaking the late-game
This makes sense. But what I still dont get is why the Panther wasn´t completly overhauled. Panthers are and will only be useful after vet 2. Before vet 2 they are just not cost-effective enough. Vet 2 Panthers are imo quite OP in the live version because of their speed (vet 1 blitz) and survivability, especially against Soviets who lack elite AT options. I dont think that´s a good unit design. I would have liked the removal of the op vet 2 buff but in compensation of that accuracy and ROF buff for the vet 0 panther. |
Invest in PV shares cause this will be Penal 2.0 debacle. Also Jacksons.
Anyway: i don't have the calculator at hand but is the DPS from Conscripts equal as it's now meaning that it's an overall nerf in the early/opening game?
80/16 > 5 shots
80/12 > 7 shots
I guess this get's offset by the other buffs.
RET mines: how do they work? They need 3 to crit ? Is there a damage/crit cap ? IIRC these were really buggy.
Trenches: increased size on UKF trench ?
Conscripts will still suck if they are the same as the FBP mod. And I think they are. Let´s see what happens with the soviet doctrines and ppsh. If they put PPSH in good doctrines then Cons could make sense but if not then I still dont see people using Cons. |