Try putting in osther panzer tactician smoke instead of flare
That's just exchanging one anti-fun ability that never should have been in the game with another. |
On the actual topic of flares:
Basically, I would have really pushed for it if I could. I was (IIRC) the one on the balance team to push for replacing spec ops flares with a recon plane, and one of the earlier people in this community to push for it. Unfortunately, said change was considered out of scope for previous patches.
Coming into this patch, it really came down to one question: Can you really see anyone picking spec ops after the command panther changes? The answer, to me, is a resounding no. In fact, infil nades were supposed to go to 25 munitions (not just 20), but even that was rethought given the other changes spec ops was receiving. As far as I and most people on the balance team can tell, spec ops will probably be a competitively dead doctrine after this and nerfing it further (by replacing spec ops flares with a recon plane) would just make things worse. It's an anti-fun ability that never deserved to be in the game, but nerfing the doctrine more would just be a little too much.
Maybe the flares could be replaced, other abilities could be buffed, and bundles could be created, but that's pushing towards a full redesign and the patch is pretty large as is. I wouldn't even know where to start with a redesign, personally. |
They also specifically said that one squad in game exclusively having reduced damage modifier instead of more received accuracy is inconsistent and confusing so that unit had it removed last patch, but here we are with grens.
Not being necessary for the unit to function and having no justification while also not being communicated to the player in any way whatsoever. Uniformity was a small part of that, but shocks show that we're fine with a unit being inconsistent with others as long as this inconsistency is important to the unit's theme, is communicated or even just hinted to the player in at least some way, and actually has a reason to be a part of the unit (this last point being the most important). Shocks' armor fit his all of these things. Ranger damage reduction fit none of them. As someone else pointed out, Ranger tooltips/descriptions could have been changed to communicate the DR, but it still wouldn't have hit the other two points.
Gren damage reduction will be communicated/hinted at to the player, and it does serve a purpose considering how relatively easily they are wiped by explosives. Grens are somewhat thematically weak as units, so I wouldn't say DR adds to their identity, but honestly, the balance implication was the biggest reason here. |
So this kind of illustrates the issue with balancing things.
70% want a unit to be changed, 30% don't.
So you go with the best option available, follow the majority, and change the unit (and piss off 30% of people).
In this 70% that want this unit to be changed, you have a raw 20% that want change A, 15% that want change B, that 15% want change C, 10% want change D, and 10% that want an assortment of changes E-H. So you go with the best option available, follow the majority, and go with change A (and piss off another 50% of people).
Taking the most popular course of action, you have now pissed off 80% of the playerbase, with the alternatives pissing off an even larger percentage.
TL;DR: A lot of people are always going to end up upset, so you just do the best that you can |
Quite some nerfs to important late game units.
I don't really understand the +5 fuel for the Jackson, looks like more a political nerf to please some players than anything constructive. If the team has a constructive feedback about it.
M8 Scott barrage is bad, not sure if 20 second barrage cooldown reduction is interesting.
Pak Howi nerf is big, since the unit almost only depend on AA to vet, at least reduce the vet1 requirement. Adding a 4th shell to the initial barrage would help to understand better the AA nerf.
Pershing change is ok, a bit more consistency but still a nerf at the end.
Time on Target, better consistency is always welcome.
Rifle Company changes seems a joke to me at first view, I fail to see how adding riflemen field defense to the doctrine is going to make it more popular. But you can tell me.
Paratroopers is probably the best change here, and probably going to be nerfed before hitting final stage or the bulletin give -%3 receive accuracy is going to be nerf in return.
We were also considering 150 fuel for the jackson nerf, but wanted to be conservative give the other changes to usf's late game and just how essential the jackson is to any usf composition.
Adding riflemen field defenses AND making fireup useable will absolutely make it more popular. I don't expect it to make rifle company viable (honestly, I myself was hoping to get in some more drastic changes to the doctrine), but it'll make it more cohesive as a doctrine and less of a pain to use for those players that simply want to use it. It would take a lot to make it competitive against heavy cavalry, armor, mechanized, airborne, recon, or infantry (perhaps even urban assault). |
It'd be nice if they fixed the paratrooper support squad camo issue. I've already explained it in an old thread so here's the explanation and link.
The issue was and is being investigated. |
Sturmpioneers- If your going to adjust them, Take a look at The shrek and Minesweeper both being available? Much like RE's and Royal engineers can get both. Linked discussion: https://www.coh2.org/topic/95256/70-ammo-for-just-1-panzerschreck-still-why
It was discussed and decided against for the time being. |
well, don't u still need tier 1 or 2 as they don't mention it being unlocked, so u can't actually rush them, so u get basically penals when they get tier 4
It's about 135 fuel in tech (battlegroup + t4, which is the intended build for utilizing obers in this fashion). That's squarely before soviet tier 4. But overall, you're right, you can't "rush" obers, just like you can't "rush" a KT or "rush" and ez8. I was using the word liberally to refer to a build that prioritizes getting obers out as soon as possible. |
So a few notes:
OKW early manpower/economy changes were relatively conservative since early strength is one of OKW's critical strong points. We are very much looking to tune these numbers if needed.
The raketen got a fair amount of discussion. Some members went either way on retreat vs no retreat. We ended up deciding on no retreat so that we can see how it pans out. Another thing, I recall Mirage was looking into seeing if the spacing on the raketen could be improved any, but I don't recall what came of that.
I feel like the falls changes could use a little more explanation. Currently, falls are an expensive elite unit that come at a time where you really just want AT to deal with allied light vehicles. They're often simply not what you need (they're more anti infantry) and too expensive to splash into your build. They're fairly strong even for this timing, but they almost feel obsolete when obers hit the field. We by all means could have pushed them into the full on infiltration squad role (see commandos and stormtroopers), but I like how unique the glassiness and damage profile was. And as I said, I do personally like their glassy nature (a low model count is natural as theyre in the role of an elite squad, but even against small arms they also just have a relatively low durability), but the lack of DPS concentration meant that they ended up losing DPS too quickly to even feel like a real damage dealer - they felt like a "glass cannon"...except without the cannon part. The changes aim to bring them to a timing and cost where they fit more comfortably. The 2:2 (kar:fg42) armament is meant to retrofit them to their earlier timing and lower cost, while also providing some DPS concentration so that they can still be glassy but not suffer majorly in DPS becuase of it. The fg42 buffs prevent the 2:2 from hitting their performance too much, feeds into the DPS concentration, and also means that when they get the full fg42s they can feel competitive with obers. The main things here are DPS concentration, timing/ease of use, and adjusting their power curve.
I'm personally a little iffy on the panzergrenadier g43 buffs and on the paratrooper RA buff. I like paras' identity as a glassy (per model) damage dealing squad and feel like the trade off is more or less balanced. Still, some users seemed to favor the idea, as did members of the team. |
can i ask what the point of this ?
Cost from 200MP/120 to 100/80; unlocks Obersoldaten and the doctrinal Hetzer; Obersoldaten upgrades locked behind Panzer Authorization.
nobody is gonna build it for penals for 80 fuel (mg is still locked in the last tier) as they are literally the only unit in that tier
Sure. So as you alluded to later, obers do have higher damage than penals, so they're definitely competent infantry even without their LMGs. While I obviously wouldn't expect everyone to rush t4 and get obers, I can definitely see some people doing so. Having a competent rifle squad that can do better in a 1v1 against upgunned allied squads helps, and them coming earlier (even if they don't get their LMGs straight away) also at least means they can start vetting up sooner. Basically, it's about opening up more possibilities and smoothing the ober power curve a little.
As for the tier split in general, it serves as a tool to give us finer grain control of unit timings. Currently the first half of the tier only consists of obers and the doctrinal hetzer, but at some points we were considering also including the jpz and doctrinal ostwind in this. In the end, we decided against it (as the jpz could potentially become too much of a comeback vehicle, and the new ostwind is competent and useful even at a medium tank timing), but should feedback push for it, we can always put the jpz and ostwind into this first half. |