As far as I know, there are 4 anti tank units that do 320 (Jagdtiger, Elefant, Pak43 88mm, 17 pounder). I think this amount of damage is excessive and is too punishing, especially for the low health Allied tanks. It doesn't give players enough time to react and makes trying to assault these units extremely risky. Having a Jackson 2 shotted, for example, is just depressing.
I would suggest lowering the damage, while compensating by increasing range and decreasing reload time. I realise this is risky. Giving these units extra range will allow them to sit further back in the lines, but at the same time, decreasing the upfront damage they do will allow allied players to feint and assess how assaults are going easier.
For example:
Jagdtiger:
Damage from 320 to 240. Range from 85 to 90. Reload from 8.55s to 7.5s.
Elefant:
Damage from 320 to 200 (edit). Range from 70 to 80. Reload from 8.5s to 6.2s.
Pak43 88mm: Damage from 320 to 200 (edit). Range from 80 to 95. Reload from 3.65s to 3s.
17 Pounder: Damage from 320 to 160 (this is only 76mm gun). Range from 80 to 95. Reload from 7.3s to 5s.
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FRP should be similar to the US one in that they should come late game. Once late game rolls round, there are too many things that force a squad to retreat if it looks at them funny. It is pretty annoying running a conscript squad out, walking it onto the front line to grant LoS/cap/whatever, seeing a KT, and retreat for a total of 5s of combat time.
The battles in the early game take longer, so its okay that the travel time is longer too. |
Cohcharts only lists the top150, though it think it was top 250 by faction.
Could we also see the overall stats across the player base?
Also something along the lines of stats for rank 5 and down, ranks 10 to 6, 15 to 11 etc.
Because of how the match making system works, everyone except for the top X players should have a win loss of about 50% (Except for the very worst players). If someone's faction becomes OP and they start winning more games, the match maker is just going to start matching them against better players until they are only winning 50% of their games again.
This doesn't hold for the top X players because if you are the best with an OP faction, there isn't anyone better to match you against (and hence why cohcharts is informative). This is also why you don't really see the best players of the UP teams ever really getting less than 50% W/L. If your team is really crap, but you are really good, you are going to play the majority of your games against mediocre players from the OP team such that you still win 50% of your matches. |
You dont need more range, you just point the direction and the recon plane will fly over entire map.
Yes, I know. To quote my opening post.
The Major's Recon Run ability has a max range of 60. This means that the player must scroll away from the frontline, find their Major and use the ability within this range. The plane still flies across the map. It just means you need to try and aim the plane roughly and take your eye off the front line. This is stupid.
It have minimum range because rifleman can get killed by the AT nade splash. I lost a squad once because of this.
Why does an AT nade need splash? This isn't a problem the cons or grens suffer from. |
Moajor's arty is a far more significant problem then the recon run.
I agree, there are definitely larger problems that need fixing. But this is such a simple change. There is no chance of accidentally over buffing or unintended consequences. There is no reason not to. It just requires a single number be changed. But if no one ever mentions it, it won't change.
Whats wrong with the recon run? Isn't it free?
Buff major arty though.
Recon run costs 50 munitions. Its not great, as far as recon runs go (it doesn't loiter), but it gets the job done and it is independent of commander. It is just currently frustrating to use, due to the aforementioned 60 range from the Major. |
The US forces have a few large issues. But they also have a few very small, but highly frustrating features which I think could easily be changed with minimal negative impact on the game.
The Major's Recon Run ability has a max range of 60. This means that the player must scroll away from the frontline, find their Major and use the ability within this range. The plane still flies across the map. It just means you need to try and aim the plane roughly and take your eye off the front line. This is stupid. I don't think there will be any problem with increasing the range of this ability to 1000/2000/whatever. This is just a quick easy fix.
AT nades, for some reason, have a minimum range. I think this is to differentiate them from the Soviet ones. In reality, it just makes me yell at my screen on a regular basis. Now, admittedly this has a larger balance impact than the recon run. But I don't think it is that big of a deal. The nades already have a long delay before activating.
What do you all think? |
Flares are amazing. Take away anything but them. I go Rifle company 90% of the time, and that is often solely for the flares. I don't know how people play USF without them. In an army of glass cannons, its so important knowing what you are walking into. They fill an essential need in the USF army imo. |
I think the Comet has a lot of armour in order to differentiate it from the Firefly and Jackson (and I understand the need to do that), but from a historical aspect it drives me mad. It should have similar armour to a P4 or a sherman. It kind of breaks the immersion to have a little medium tank that looks exactly the same as every other medium tank bounce these massive shells all the time. But yeah, its not the Churchill with the strange armour value in your example, its the Comet. |
You can buff these units as much as you like, but the US still won't be able to fight anyone who is around a corner.
Personally, I think the Jackson is fine (I don't use the M10, so can't comment). I think it would be more sensible if its penetration was higher and its damage was lower. The logic of a high damage low penetration shot eludes me. |
Does anyone know how to change the upkeep values in the game? |