The patch trend so far is, something becomes OP everyone abuses it, its nerfed to oblivion yet another thing if buffed to becomes OP then rinse and repeat, while a great number of simple issues that could greatly improve the game remains unfixed.
The recent patches have fixed more than they broke. Yes, they overshot on usf mortars and penals but the game as a whole improved. This is how a patching process works. You adjust something and sometimes you get it just right and sometimes you miss the mark and then you readjust.
Sometimes it wasn't even the patch itself that broke something. Take the over performing dishka for example. No one really used it before the lack of a decent suppression platform caused by the adjustment of the maxim brought to light how insanely strong the dishka is.
This patch does not redesign the game, it makes adjustments to it. No unit has a new role. OKW is not suddenly UKF
The notion that every patch broke more or an equal amount to what it fixed is far from what we have seen.
The recent patches have also seen bug fixing section and quality of life improvements that rivalled the length of balance changes. If you have a list of bugs or a list of "a great number of simple issues" easily fixed, why allude to it and not post it, so the balance team could take a look at it?
The discussion in the stuka thread on friendly fire damage modifiers of axis artillery shows perfectly how things like this can come to the teams attention and then make it into the patch (probably 1.5 according to Miragefla). |
I got u smith. Make friendly fire damage = 1, to all units effected. All factions now are symmetrical in friendly fire department. Done.
As for the "top 10" list. Anything that is considered indirect, offmap, or rocket artillary.
For team games, this is inadvisable. I agree that all values should be the same for all factions.
Not just coordination problems in random 2v2s and up but also trolling, miscommunication and pure accidents will lead to losses that should not happen, which is why there are friendly fire multipliers in the first place. |
Yes, it's possible to solve this if you can provide us with your top10 list of units and off-maps that deal a lower amount of friendly-fire damage than they should be dealing. That way we can fix this.
I believe that you can do this for us, since you've twice-already mentioned the same problem on a thread about the Walking Stuka. So, I guess you have more free time than I do.
It is literally every single indirect fire and explosive option that does less damage to allied units on the allied side than the axis side of things. You know this yourself, as you elude to it every single time ... .
He asked you to provide a list. You could have just gone and checked everything and come back to provide the list instead of going on a completely out of proportion rant that wasted 10 minutes of your time that you could have used to do something that would have helped you to get the change you are asking for.
So, with this in mind, I have gone through the mod tools and looked at everything that came to mind and you can find the excel sheet containing the values here (with my personal top10). If there are any units or abilities I forgot or if I made a mistake somewhere, please let me know.
This could have been your work, instead of two paragraphs of profanity
In the grand scheme of things, these are minor things. They should be fixed for certain, but they are not what is upsetting balance at the moment, which is why I can understand that it isn't their number 1 priority. |
17) LUL sure just forget the new RA on a crew that has NO SHIELD and that already FRONTALLY dies to simple generalists.
There were no changes to received accuracy of the raketenwerfer. |
Short question regarding merging that I never could quite work out.
If a vet 3 con is merged with a vet 3 shock, for example. The new members in the squad will not have the armour, however against stgs and in the late game armour doesn't mean much anyway.
Does the new entity retain the con vet bonuses, i.e. pretty good received accuracy bonuses, or the shock vet? If it has the con vet, then it would be quite interesting to merge late game, wouldn't it? |
Potent yes, but locked behind side tech and needed to be put on buildings or bridges!
You can also put them on objects such as cover and barbed wire, which is btw what Stephen did in the video |
I fear you don't know how potent vcoh demo was...
The best thing about the video is Stephen's reaction though
Another idea would be to just replace demos with booby traps that have to be placed like the okw ones. |
Probably should have written this here :/
I had some time to test the demo and I think AE is right in that, that it will be too powerful in the hands of really good players. The other problem is as well that it still remains a cheesy squad wiper, but now with a higher skill requirement and lower cost. The current design also makes it even less effective against massed infantry since they are monitored, so it is most attractive to place them somewhere remote where the other player might not look.
I would prefer to see the demo as a better tool to counter or discourage blobbing. I see the problem in that demos can actually induce blobbing because a minesweeper can only be at one place at a time.
So here are some other solutions, that could be worth looking into:
- Abandon the classical design: When the demo is set off make it release a flare (like the tripwire flare) and have a single incendiary barrage shell land after 3 (or more appropriate amount of time) seconds. The demo can no longer be targeted by small arms but can no longer be set off if a minesweeper is within a 5 (or more appropriate amount of distance) distance.
What this would achieve:
- The demo becomes a more effective blob counter that is still effective against units in buildings but also does not completely destroy the building or the squad right away.
- There is counter play by having the demo no longer be usable if a mine sweeper is too close, which also allows it to be defused without it going off.
- The demo is no longer outright killing lone capping squads.
- The demo can only be effectively used with sight.
- The demo can still be "defused" by attack grounding with weapons other than small arms.
- Suppression and damage: Have it deal 60 damage and suppression. The demo can no longer be targeted by small arms. Lower the cost to 60 munitions (or more appropriate amount).
What this would achieve:
- No outright squad wipes of single squads.
- Effective measure against blobs.
- Still effective blob deterrent as it can no longer be set off by small arms. That way one has to use a mortar, grenade or tank shell to set it off which would at least delay advances. So while it still encourages to blob with a minesweeper, the mine sweeper does no longer render the demo uneffective the moment it is discovered. It at least delays and even if the player misses the demo for some reason, it will not kill squads (unless every entity in the squad is below 60 health).
- Very cost ineffective against single capping squads.
- (My old suggestion with a change: ) Have demos kill all but one entity in a squad within its blast radius (potentially increase the radius): The demo starts being more cost effective the more squads are within the blast radius and it stops wiping squads outright. For a single squad it would just be a really, really expensive mine without the suppression. Demos can no longer be targeted by small arms.
I find AE's suggestion also very interesting, but they would keep the one-click squad wipe character of the demo and I think most would still be frustrated by it. |
I had some time to test the demo and I think AE is right in that, that it will be too powerful in the hands of really good players. The other problem is as well that it still remains a cheesy squad wiper, but now with a higher skill requirement and lower cost. The current design also makes it even less effective against massed infantry since they are monitored, so it is most attractive to place them somewhere remote where the other player might not look.
I would prefer to see the demo as a better tool to counter or discourage blobbing. I see the problem in that demos can actually induce blobbing because a minesweeper can only be at one place at a time.
So here are some other solutions, that could be worth looking into:
- Abandon the classical design: When the demo is set off make it release a flare (like the tripwire flare) and have a single incendiary barrage shell land after 3 (or more appropriate amount of time) seconds. The demo can no longer be targeted by small arms but can no longer be set off if a minesweeper is within a 5 (or more appropriate amount of distance) distance.
What this would achieve:
- The demo becomes a more effective blob counter that is still effective against units in buildings but also does not completely destroy the building or the squad right away.
- There is counter play by having the demo no longer be usable if a mine sweeper is too close, which also allows it to be defused without it going off.
- The demo is no longer outright killing lone capping squads.
- The demo can only be effectively used with sight.
- The demo can still be "defused" by attack grounding with weapons other than small arms.
- Suppression and damage: Have it deal 60 damage and suppression. The demo can no longer be targeted by small arms. Lower the cost to 60 munitions (or more appropriate amount).
What this would achieve:
- No outright squad wipes of single squads.
- Effective measure against blobs.
- Still effective blob deterrent as it can no longer be set off by small arms. That way one has to use a mortar, grenade or tank shell to set it off which would at least delay advances. So while it still encourages to blob with a minesweeper, the mine sweeper does no longer render the demo uneffective the moment it is discovered. It at least delays and even if the player misses the demo for some reason, it will not kill squads (unless every entity in the squad is below 60 health).
- Very cost ineffective against single capping squads.
- (My old suggestion with a change: ) Have demos kill all but one entity in a squad within its blast radius (potentially increase the radius): The demo starts being more cost effective the more squads are within the blast radius and it stops wiping squads outright. For a single squad it would just be a really, really expensive mine without the suppression. Demos can no longer be targeted by small arms.
I find AE's suggestion also very interesting, but they would keep the one-click squad wipe character of the demo and I think most would still be frustrated by it. |
Not a solution to the initial problem, but maybe something to consider. You could make all tech not spawn an officer and then have a separate button to call in the first officer for free. Then the progress could be tied to the tech like other factions.
That would also allow back teching at full pop cap and avoid getting a squad you don't want. Example: late game when you need a m20 mine, have to back tech but don't have the pop cap to support the lieutenant as well.
Potentially, there is also a way to just have the same button for the lieutenant have no cost the first time it is used, not sure. |