Varying bonuses based on hammer / anvil is a neat idea on paper but modifying their hammer/anvil bonuses does not really address Tommie issues. Vet3, 5-man dual-bren Tommies are not solely a late-game issue anyway.
It isn't supposed to fix any other issues (and certainly not the problems this patch is introducing), it was just an idea to tie in the whole cover bonus vs movement penalties to the hammer/anvil choices. |
Magpie842 made some good points in his video about the proposed changes, namely:
- Removing suppression from the Kubel and the Lieg leaves OKW with no native suppression ability which is a bad thing.
- Having the Luchs in T3 is bad because it is very powerful and can appear too early
- Having the P4, JP4 and Panther all in T4 is a mistake because it renders at least one of them immediately useless. Why would anyone get the JP4 when for a bit more cost then could get the Panther?
On the British Infantry Sections, how about restoring their damage but making the additional penalties while moving and bonuses for being in cover varied based upon the Hammer/Anvil tactics?
So for instance:
Vanilla IS: +50% extra combat penalty while moving, 50% of the original offensive bonus in cover
Hammer IS: +25% extra combat penalty while moving, 25% of the original offensive bonus in cover
Anvil IS: +full extra combat penalty while moving, full original offensive bonus in cover |
I like the responses here saying that the nerfs to UKF were justified, while ignoring the posts from people who have actually tested the new mod and found that the changes render the IS far too weak now.
It's a shame because overall, I think Relic's heart is in the right place with what they are attempting to with the patch overall and it is clear that they are listening to the community.
Unfortunately their hearing appears to be quite selective.
I would love to see an interview with them where the community put questions regarding balance and design decisions to them (for all factions).
In the case of the UKF (leaving aside this current patch) there are still questions about the viability of the base artillery, emplacements and the Royal Artillery commander for example. |
I agree with the comments here that the UKF nerfs seem a bit harsh.
Apart from the IS vet penalty they should be left pretty much as they are.
In fact how about doing the following:
- Standard IS remains as they currently are (but with the listed vet penalty)
- HAMMER upgrade slightly increases effectiveness out of cover (and reduces effectiveness in cover).
- IS gains an AT grenade as a standard unit upgrade option (instead of coordinated fire)
(Tank Hunters still have AT grenade as a bonus upgrade)
- Coordinated Fire is now only on the Sniper and the Commando Officer.
Heavy Engineers upgrade costs 50 munitions and has the following effects:
- Movement reduced by 25% (instead of 50%)
- Repair speed increased by 50% (instead of 100%)
- Armour bonus and Vickers LMG granted as currently
AEC armour increase to make it better against luchs (it seems unfair to have a great anti-infantry vehicle that is also better than a vehicle that is clearly designed as more of an anti-vehicle platform). |
No armor buff, maybe slight HP buff and a speed buff to both movement and turret. The problem is they gave it both a slow turret and slow movement, so anything that doesn't die to its first shot(any allied tank)will be able to flank it to death, yes even the Stuart and T70 (given the time, although given the KT speed it can't really get away) can kite this unit to death. The problem with this being an AI point holder is that then you can't get any other armor for a while, given its unit cost plus the tech cost. Allies can exploit this weakness with a swarm of medium tanks to overwhelm even shrek blobs.
This makes sense. Especially the slight increase in speed and turret rotation. |
Thread: Centaur4 Nov 2015, 17:56 PM
Personally I would like to see a *slight* damage increase (say from 14 to 16), with it being slower than the Ostwind but tougher and having more impact when it does hit.
However, being slower than the Tiger doesn't really make any sense but I think the Ostwind should still be faster.
|
I pretty much agree with everything CieZ has said and with lots of tweaks suggested by others.
Flame Weapons:
Cover should reduce flame weapon damage greatly (e.g. being behind a wall or behind at AT gun shield) but maybe add a suppression effect to sustained flame attack as well?
However if you are caught in the open (or the flame attack flanks around you so you no longer count as being in cover) then the DOT damage should actually be increased.
Indirect fire:
The suppression should be removed but then the factions needs a direct-fire unit that can suppress to replace them.
I'm happy for mortars not to auto fire but instead their standard attack should be a directed barrage that lasts for at least 30 seconds on the area they are directed to hit.
Weapon Upgrades:
LMGs should either require you to go prone or to be in cover so you can rest them on something (as suggested) in order to avoid a huge accuracy penalty.
Many AT upgrades already have this tactical balance - if you swap out AI weapons for AT weapons you should be less effective against infantry.
Abandons:
Maybe not remove this completely but make it much less frequent - and then (as people have said) the abandoned vehicle also has destroyed main gun and destroyed engine so can't be used again until completely repaired. |
-Other vehicles have turrets. Croc still has a gun which deals 80dmg without crap penetration (in comparison to KV8).
Surely this is the crux of the issue with the tank and the commander as a whole.
If it could swap to a "normal" main gun (like the KV-8) as well as the flame gun it would make much more sense.
Unless it can I am really missing something? |
The stupid movement penalty for Heavy Engineers should just be removed, their armor down to 1.5 and muni cost to 50.
Or maybe a compromise?
Rather than halving the speed reduce it by 25%, make the armour 1.75 and add a 40 muni cost per unit. |
@elchino7
Further comet tanks can have 3 bulletins of 5% experience combined with 20%(?) from the commander and having 2530 XP value (same as a panther while having more DPS)
You can't use a flaw with the intel bulletin system (that allows duplicate bulletins to be stacked) as a justification for complaining about unit balance. The same logic could be applied to all units. |