Actually, they have. Shermans on the move suffer only 0.75 accuracy penalty, while other tanks have 0.5 modifier.
Well...every single USF ballistic gun except Greyhound 37mm and Bulldozer 105mm have 0.75, so that hardly says much about sherman stabilizer. |
Now that Relic is running the balance mod and obviously working on some community concerns, I guess I should try list some long and not so long standing issues that really should get fixed, most of these are not so much balance issues as just consistency and bad gameplay.
Mostly have mentioned these in one form or another in my older threads.
Prioritize Vehicles option is disabled without feedback to player every time player uses an ability that swaps weapon (zis barrage, su76 barrage, target weak point, etc)
OKW puma can aimed shot with destroyed main gun
New infantry engine damage crit is not checked when checking for engine damage
Abandon crit was applied to vehicles that previously did not have it in the last patch, Tiger Ace, Opel Blitz truck, IR HT.
No critical & No critical rear on vehicles have small arms and flame damage set to false, which leads to every single penetration by small arms/flame damage becoming a main gun destroyed critical.
Recon paratroopers (paratrooper_squad_support) do not have vehicle_decrew_generic ability so they can't leave vehicles, unlike all other usf units. They have the paratrooper special abilities listed in their abilities but do not get them because the abilities check for the paratrooper weapon package upgrades rather than the weapon slot items.
Major Artillery barrage radius is 2.5 larger than radius shown in UI reticule.
0.1 radius multiplier turn in turn_plan/jeep_i leads to very unnatural 360 turns for light vehicles which are pretty much never wanted, should be removed.
.50 cal and DSHK only have 10 armor compared to 70 for all other team weapons. They also have a weapon_priority of 0 as opposed to -100 for all other team weapons. .50 cal weapon crew also has hilariously bad stats, worse than rear echelon guns with 25% received accuracy penalty and 35MP reinforce cost.
Infantry grenade vertical traverse values are so low that most grenade abilities can't be thrown on a hill
USF Recon Commander Forward Observation will stop working permanently as soon as the "leader" model of the squad gets killed.
Many team weapons still have permanent: true on veterancy bonuses applied to the weapon which leads to these bonuses being inherited on recrewing. See for example OKW pak43, you can very quickly get an instantly rotating pak43 by vet2 --> decrew --> repeat.
Ostheer Mortar & Mortar HT Barrage UI Reticule radius max is 14 but based on weapon stats should be at most 8.
AEF Mortar halftrack Delayed Fuse Barrage has such massive scatter values (about twice the radius of a soviet 82mm mortar, so 4 times the area...) that the ability is made absolutely useless.
USF Mechanized M3 halftrack stats are on the level of a 0cp scout car, not a midgame halftrack.
Brummbär Bunker Buster vet1 ability has very high scatter compared to basic gun for no apparent reason
LEIG Hollow Barrage is a completely pointless ability in its current state. LEIG vet2 bonuses are also completely pointless on a support team weapon.
A ton of wrecks are missing wreck values and are thus unsalvageable for soviet tank hunter salvage kits. Wreck values are nonsensical in many cases (USF Ambulance is highest value salvage for munitions in the game, panther wreck is less valuable than a sherman wreck, etc). Numbers shown while salvaging don't really make any sense to the player either.
Panzerfusilier AT nade has a 1 second lifetime (making the projectile disappear into thin air against anything moving away from the fusiliers) for no apparent reason
Loader Injured critical icon is not removed after crit is gone. Applied by stuka close air support.
Priest Barrage has tp_any instead of tp_position as target, which means clicking on a unit to barrage will make priest try to track that and stop barrage if that unit happens to die. Inconsistent with all other artillery.
Relief Infantry and Rapid Conscription have inconsistent behaviour and UI feedback as the abilities make you understand that they apply to all infantry but actually won't work on captured team weapons and some specific standard squads like ostheer officer.
USF M1919 audio is bugged
USF Armor 240mm Siege Artillery is literally RNGBombs, 30 radius means it's impossible to guess where the next bomb will land and the bombs will instakill infantry in 12 radius when they land because the weapon has a death crit on penetration on infantry. This ability should be reworked to be more interesting gameplay wise rather than just a lottery for both sides.
Stuart FOW multiplier value is 0.25 instead of 1.25, so it actually fires way more accurately into FOW now.
Bulletin issues:
Penal -satchel cost bulletin applied to wrong ability
LEFH/ML-20 cooldown and ML-20 scatter bulletins do not work for vet3 because barrage ability & weapon hardpoint used are changed at vet3.
Stug E armor bulletin is addition instead of multiplication
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Sorry about the somewhat salty response midgame, tiger ace triggers traumas about a lot of my recent games |
I think you're confusing something here. Cambering (loading a new round into the firing camber) is not the same as replacing the empty magazine with a new one.
If you have a reload frequency of 1, you will fire twice before reload. A value of 0 is a oneshot weapon, any positive value is (1+reload frequency) shots/bursts per magazine. |
Hey internet strangers,
I'm a sucky casual player but would like to see these units balanced for the next patch. I rarely see them used and I'd like to face them sometime for the sake of change. Ideas:
- Standardize the Ostruppen within the doctrines. A ninja change last patch make the truppen worse in one doctrine compared to the other.
- Partisans and Irregulars allow them to survive a bit more and address their outdated small weapons profiles.
What would the community do to fix them up?
You misunderstood what was changed, the Puma ostruppen were notably better than others before, now all ostruppen are the same.
Irregulars actually have fairly good guns (as they use guard mosins), only their (partisan) LMGs stink. |
It is kind of sad how you call out Quentin for apologizing to Sib (for I am still not sure what delict), but nobody is addressing the issue of Sib calling Quentin an idiot.
Really? You think him getting called an idiot when he goes to harrass other people on streams somehow warrants an apology?
Trust me, defending this particular unique flower is the last thing you want to do. |
Penetration is a percentage chance, there will always be a chance something can penetrate. In theory, a T-70 can penetrate a Jagdtiger from the front. The chance is 0.07%, but it's always there.
Penetration chances below 3% are ignored by the game. |
Fun thing to keep in mind about vehicle crits in the new patch:
Because Relic screwed up the crit tables, vehicles are GUARANTEED to receive main gun destroyed from any small arms or flame damage that penetrates below 25% health. Even an IS2's gun isn't safe from the massive destructive power of MG42 incendiary rounds from the rear.
Ballistic and explosive damage correctly applies the main gun crit only 10% of the time. |
Have you previously noted how potent Ostwinds are with 3x Suppression Bulletins, by the way?
They seem to instantly yellow-pin squads at max range as long as they're in zero cover, and take 2-3 MG bursts to do the same to light cover squads.
Sure, but because you can't manually retarget the MG that actually gets the suppression it is extremely pointless to waste all your bulletins just to be able to suppress one single squad with an ostwind. |
I'm not quite getting what you mean here. You are not referring to ninja buffs, right?
Similarly since the last patch, HMG and Mortar crews now lose their 1.25 received accuracy penalty permanently upon getting decrewed. In addition team weapons will inherit the BASE received accuracy of a squad used to recrew them.
...and in case anyone is wondering about what the base RA of units is:
Conscript vet0 -8.7%
Grenadiers vet0 9%
PGrens vet0 20%
Ostruppen vet0 -25%
Stormtroopers vet0 25%
Riflemen/Captain/Lieut vet0 3%
Sturmpio vet0 13%
Obersoldaten vet0 30%
Jaeger vet0 20%
Fallschirm vet0 13%
Everything else is 0%. |