Complete full changelog here:
https://github.com/Specsranger/reBALANCE-Tuning-Pack/tree/main#rebalance-tuning-pack
## Highlights
- Increased max Camera distance by 33%
- Reverted most changes that have been affected by 1.1.14 Balance Patch
- Limited ability for either factions to paradrop starting units at the start of the match
- Reinforcements require additional tuning
- Recrew team weapons ability should only be used out of combat and out of range of enemies to prevent fast recrewing of 17 pounders, Flak 36s, and emplacements
- Wehrmacht Medical Bunkers can now auto reinforce
- Grenadier’s merge ability should not be applicable to retreating units
- Reduced AA range by 55% to an average range of 120 from 720+. AA units should not be able to shoot down planes from anywhere on maps
- Reduced all flamethrower range to 15 from 20
- Emplacements, towable heavy artillery, and offmaps should no longer attack HQs
- Includes BL5.5 Artillery Emplacement, Cannone Da 105/28 Howitzer, Infantry Section’s Forward Observer Artillery Barrage, and Dingo’s Forward Observer Artillery Barrage
- Changed requirements for USF support companies to lock T4 rather than T2/3 to open more viable strategies.
- Increased fuel price of T3 to 55 from 45
- Reduced hitpoints of 17pdr and Flak 36 to 350 from 600 to keep in line with standard heavy team weapons hitpoints
- Marders overperform for its cost compared to Other TD
- Increased manpower cost to 320 from 280 and fuel cost to 45 from 25
- Bazookas and GrB 39s no longer require initial weapon reload When deployed
- Updated SBPS and EBPS names of MG34 and MG42 to keep consistent with existing set naming conventions
- Fixed detect mines toggle missing on sappers (was overlapped by breach)
- Added missing towing to DAK medical truck
- Added handbrakes to Halftracks and Trucks
- Smoke has should be added to units that were missing its upgrades
- Fixed USF vehicle smoke launchers that canceled after additional player actions and is now brought in line with DAK vehicle smoke launchers
- Added Smoke Launchers have to the Whizbang as it’s classified as a Sherman
- Fixed missing smoke ability for DAK’s Mortar Halftrack
- Standardize ultra light vehicle camo detection range
- Increased Dingo’s range to 4 from 1
- Decreased Kettenkard’s range to 4 from 15
- Decreased 221’s range to 4 from 15
- Increased Scout and Pioneer squad sizes to 4 from 3 to increase survivability, offensive power increase is minimal
- Decreased target size of Snipers back to 1.33 from 1.5
- Removed deflection damage to Boys and Panzerbusche39, but increased ROF, and increased max penetration by 10% to compensate for decreased DPS due to change
- Fixed typos and missing effectiveness infos
## Faction Changes
### US Forces
- Scouts
- Added sprint to Scouts to improve unit effectiveness and late game utility
- Bazooka squads are underperforming with their low health and firepower
- Increased damage to 75 from 60
- Increased health to 110 from 90
- Increased cost to 320 from 250
- Paratroopers
- Reverted munitions cost to 90 from 75 with new damage output
- Swapped M1 Carbines to M1 Garands to bring performance more in line as mainline infantry
- Heavy Machine Gun Paradrop needs tuning relative to their timing
- Can only be dropped within LOS
- SSF Commandos can be improved in performance
- Added camouflage ability to keep in line with other Special Operations units
- Increased SSF Commandos health to 110 to keep in line with elite infantry health
- Captain
- Improved QoL for “Rally to Me!” ability to set on squad position rather than requiring a target
- Reduced cooldown to 60 from 120
- Increased 75mm HT range to 50 from 45 to improve combat performance compared with its fragility
- M8 Scott role changed to a mobile ranged howitzer unit to expand indirect options for USF
- Increased base range to 75 from 60, just out of reach of AT guns
- Increased “Barrage” range to 75 from 60
- Increased “White Phosphorus” range to 75 from 60
- Decreased scatter to 0.05 to be in line with other light howitzers
- Increased reload time to 5 from 4
- Chaffee
- Increased AOE area radius from 1.5-4 for better anti-infantry.
- 1/4-Ton 4x4 Truck is missing a key upgrade
- Added command truck ability to allow mid/late game utility
- Sherman Whizbang are greatly underperforming
- Increased range to 75, just out of reach of AT guns
- Changed cost to match Bulldozer at 420 manpower and 90 fuel
- Added 0.15 deflection damage for armored area denial
- Increased penetration to 300
- Improved precision barrage scatter as it is worse than regular barragem
- Sherman Bulldozer is underperforming
- Base range to 40 from 35 to kite AT Infantry more effectively
### British Forces
- Decreased cost of all Training Center upgrades by 5 fuel given the greatly decreased effectiveness
- Engineer SMG profile is overturned
- Increased cooldown duration to 2.5 from 1.375
- Infantry Section requires tuning
- Gated Boys and Bren upgrades behind T2
- Decreased cost of Bren LMG to 75 from 100
- LMG Commandos are missing a key ability for Special Operations units
- Added camouflage ability to keep in line with other Special Operations units
- Increased Centaur base range to 40 from 35 to kite AT Infantry more effectively
- Increased armor of M3 Grant to 195 from 170 to improve survivability of unit and attractiveness of unlock
### DAK
- Timing of Armored Reserves does not align with current match cadence
- Adjusted manpower cost to 220 from 200 and fuel cost to 100 from 150
- Kradschützen requires tuning to increase mid-late game utility
- Included as a unit that provides combined arms
- Increased cost to 240 from 200 as a result of new utility
- Panzergrenadier is underperforming relative to their cost
- Weapon profile updated for more optimal long-range combat similar to kar98k_jaeger_ak profile
- Panzerjaeger is undertuned after losing a squad member and is locked behind a call-in
- Now buildable in T3 and gated by Support Armored Elements upgrade
- Increased health to 100 from 85 to better align with Other AT infantry
- Bersaglieri are overperforming early game with their permanent sprint passive ability
- Decreased cost to 300 from 320
- Removed “Quick March” ability
- Swapped “Urra” with “Sprint” ability as it is not meant to be a CQC unit
- Added fast capture to Bersaglieri to replace Vet 1 ability
- Added combined arms ability to Bersaglieri to improve combined Arms tactics
- 8 Rad is overtuned relative to their timing and unit type
- Reduced base health to 360 from 420, same as Greyhound
- Semovente is underperforming in their TD roles
- Armor increased from 100/55/40 to 60/45/30
- Walking Stuka Rocket Artillery should be tuned against vehicles as well
- Added 0.15 deflection damage for armored vehicle area denial
- Increased penetration to 300
- Flak 36 currently overperforms compared to Allied counterparts due to AA and AT role, alongside full 360 auto-targeting
- Increased reload to 4.25 seconds from 2.125
- Increased Manpower cost to 380
- Infantry Battlegroup’s HMG bunker was overperforming for cost
- Increased munition cost to 60 from 0
- Increased build time to 45 from 15 to keep in line with standard bunker build time
### Wehrmacht
- Grenadier is undertuned relative to their role and cost with little late game viability
- Reduced upgrade Grenadier to elite cost to 50MP
- Added LMG42 upgrade to open late game options
- Swapped “Sprint” with Bersaglieri’s “Urra!” ability
- Jaeger is overperforming against other infantry with the Panzerschreck upgrade
- Give 2 weaker Panzerschreck (160 split between the two) to reduce the squad’s anti-infantry damage while maintaining their potency Against vehicles
- Fallschirmpioneer Squad is overtuned relative to their timing
- Can only be dropped within LOS
- 221 Scout Car is underperforming for its cost and should serve as a stopgap between AI/AT vehicles
- Scaled model to approx. size of Humbar given the similar role for on-screen fluency.
- MG34 damage increased to 4 from 3
- Enabled MG34 as an AA weapon to match Dingo’s performance
- Decreased damage to 100 to serve the new AI/AT role
- Increased AOE
- Mechanized Zeroing Artillery Barrage is overperforming for its cost and leaves little reaction time for players
- Decreased damage to 50 from 200, which guaranteed army wipes
- Decreased reload time of Stummel from 5 to 4 to improve upgrade desirability
- Increased Stoßtruppen’s STGs ready aim time from 0.5 to 0.25 to improve upgrade desirability
- Revert fuel costs of Panzer IV to 90 from 100 to match medium tank price to performance ratio
- Increased Brummbar base range to 40 from 30 to kite AT Infantry more effectively
## KNOWN ISSUES
- 221 Scout Car gunner and Hellcat crew are scaled incorrectly after unit scale change
- Attack ground radius for flamers are incorrect
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