So it would appear tripwire does not do kill crit, but 80 dmg instead.
You could confirm that with sniper of any faction as they have 82 hp too.
Yes, that's the case but I'd like to know if it was intended for vet3 Grenadiers resist to tripwire flare while implementing the reduced damage modifier on them. If it wasn't intended (from a balance perspective), it should be fixed.
This is what it says in the notes of the balance patch which implemented grenadiers' reduced damage modifier:
"We think Grenadiers are in a good spot in terms of their combat performance, but with only 4 models, they get wiped too easily once heavy indirect fire and big guns start roaming the battlefield. We’d like to trial a change that replaces their veterancy 3 Received Accuracy with a Damage Reduction modifier. This should help Grenadiers survive explosions damage in the late game, without really having an impact on their durability versus small arms fire."
Since it doesn't say anything about mines, I assume it wasn't intended result of this change.
Is this intended or simply overlooked when implementing the received damage modifier on Grenadiers before, I don't know. If it was intended, you can ignore this but I think it wasn't.
Grenadiers at veterancy 3, survive from a tripwire flare which is supposed to kill a model from the squad.
It's just opinion of an average player but I don't think making the map east vs west is the best idea. It feels very unnatural. Especially on middle, hedges block a lot of the player's sight if you look from the new camera angle.
The map wasn't designed for that camera angle in the first place now, is it? Reverting the camera angle would be great IMO.
Yes, it's vanished from the automatch and people don't build it outside the meme builds. Unit's timing is simply not worth it when it's hard-countered by a unit that comes 30secs later and only cost 10F more. Kind of like AEC-222 match-up but in that case, opponent needs to invest 45F more instead of only 10F more and AEC is, unlike 222, quite ineffective against infantry.
As you noted, armor skirts being overpriced is also a problem on a muni-intensive faction like USF.
Your suggestions are already pretty good but I'd like to add 1 more to consider:
-Give its .50cal AP rounds so that it isn't as hard-countered by 222 as it is now. Back then, zooks somehow discouraged 222 dives but right now, 222 has basically no reason to not dive right onto M20 and kill it in seconds. Even if you successfully snare it, you don't have the crew, unlike before, to follow-up with the kill.
However, this can be quite oppressive against OST when someone spams M20, so it's not as safe as your suggestions.
I agree that either its timing or armored skirts cost should be buffed (You can even make it stock tbh, given that how even with skirts, 222 has no problem penetrating it).
Here's the replay of the latest match I've played against a decent player. It's not as good as high-level matches but it should help somehow, I hope. Again, thanks for your effort. The map is good now IMO. If I were to change something though, I'd slide the truck on the mid a little bit to the top side.
OKW's medium timing generally leads to your opponent getting a medium sooner than you. As the consequence, you always need a PIV to keep up with it. The problem is, however, that even after you get a PIV, investing on a Hetzer doesn't seem viable because of its relatively high cost for a strictly AI-only vehicle. I suggest lowering the cost of the Hetzer to make it viable. Maybe then it'd be justified to invest into an AI-only vehicle in some cases. Because currently, there's basically no reason to get a Hetzer over PIV when PIV does both AI and AT duty very well.
Most of the more popular maps are nearly the same size as the new Bayeux. The actual width where points are located is approx 190 at the midline. And more like 230-240 fuel-fuel just off center.
New bayeux has the same size as Crossroads? That's weird, map really felt a lot smaller to me. I don't know what caused this but well, nevertheless, numbers don't lie. Thanks for the comparison chart.
Found out what you meant by playtesting, fixed now.
I will copy paste the template to a new canvas tomorrow as I got no time anymore today. But a new version is available, see first post "map file".
Good to know. I'll try to find somebody to playtest it (hopefully someone similar to my skill level this time) and post the replay if I can. Keep up the good work!
Hello Spanky, it's nice to see you're putting effort on Bayeux, thanks for your effort.
So, I've played on the new Bayeux once (against a human player) and noticed a few things about it:
-You left out the useless parts of old Bayeux, that's great but now, the map is just way too small. Especially the capture points are all square now and yellow covers are clunky. I don't know if this is intended but in some cases, infantry enter the yellow cover but doesn't capture the point. This isn't a very good idea if you ask me. Most of the successful maps on the pool has big capture points and if you ask me, that's the best.
-Base MGs overlooking capture points:
I don't know how the majority of the playerbase think but I assume nobody likes these in Crossing in the Woods map. Base MGs are for protecting the base, not the capture points. so, you might want to look into them.
I think map is just way too small right now, which leads to small capture circles. You might want to make it bigger by adding some space here and there (I suggest adding more space between capture points, personally, they're too near to each other currently).
There are still maps in the map poll like Nexus, Ladoga Karelia, Angoville and Bayeux. Novgorod Outskirts is nowhere near being the worst map IMO. I don't know why everybody thinks that punishing cutoffs and a lot of red cover are bad things, not everywhere in the map should be safe. Sometimes you get wiped, sometimes you wipe units. It's part of the game.
But well, if it's really the least played map then there's nothing to do, I guess. Like you said, it's really difficult to make people play a map they vetoed once again. If community thinks so, our opinions' don't matter so much.