People only post their wins
Fixed that for you.
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I see you lost it after our last engagement. Keepo
However, I do believe this issue is ridiculous and should be fixed immediately, so..........+1
Yes, the motivation to make this post was that. But I've complained about it in a bunch of posts before too, and I do think pretty much everyone decent considers these things #esports. |
M20 mines: they don't do engine damage. They do a ton of health damage and immobilize. Does that fit into the category of destroyed engine(because it's worse, technically).
M20 mines (and axis Riegel mines of which they are an almost exact copy) are guaranteed to work, there is no RNG involved. They are not particularly spammable due to vehicle laying and higher pricepoint, so I do not see any issue with these gameplay wise.
I feel like some of this I'm in agreement with, but I feel like point 2 needs to be elaborated on. Like what exactly is supposed to happen when a tank runs over a mine now? It just gets some health damage and keeps on going with no crit? Does every mine do regular engine?
Always engine damage, I want to reduce RNG, not increase it by suddenly giving a chance to get away with running over mines scot-free. No engine destroyed on your tank from running over a regular (ie. tm35/schu/teller) mine at full health, engine destroyed chance atleast as high as the current 33% if you run over them at lower health.
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I've brought this up a couple of times before, but the crit system for vehicles seriously needs some tweaking, bad dice rolls affect the gameplay to a huge degree right now and that is not interesting for either side.
Ubiquitous infantry antivehicle snares should NOT have any chance to give a heavy engine crit to a healthy vehicle. If you seriously want to include a heavy engine crit component on these, make it a conditional on the targeted vehicle already having an engine damaged critical. The current 95:5 vehicle damage:vehicle destroyed chance is an example of the worst RNG design you can get, a huge reward for a small chance on an often used ability.
For mines, the situation is better, but frankly gameplay would still be improved if engine destroyed criticals could only be received when vehicle health was below some threshold like say 66%, rather than always occuring at a 66:33 ratio like right now.
Abandon is pretty much just as bad as the engine destroyed crits from vehicle snares. As I assume it is not going to be removed from the game (which would be the simplest fair solution), work should be done to make it more predictable so that there are ways other than "not losing vehicles" to mitigate it. For instance, you could: only enable it on rear armor shots, or tie abandonment chance to the type of criticals it has received with a non-crit state being 0% abandon chance.
And lastly but not least: receiving criticals should NOT let a vehicle always survive. Damage should not be negated in any way by receiving criticals. Vehicles should not be staying alive at 5% health while receiving tons of damage just because their main gun makes the ultimate sacrifice.
TL;DR:
1. Remove 5% vehicle destroyed crit from atnades/faust
2. Make engine destroyed on mines only happen on vehicles that are below x% health
3. Modify abandon rules to make it a more interesting system than a flat 5% chance always
4. Receiving crits still kills the vehicle (except abandon) |
Easy 8 is still 145 fuel and 400 manpower
Yes, I was a bit unclear listing that. The "base" vehicle value got changed, but the dispatch cost for the call-in is still the same as before. Net effect: nothing (at most it'll change the exp you receive for damaging it by a couple of points, forgetting how the system calculated that), as you can't build EZ8. The only way to "see" the change right now is to play a teamgame, and give a mechanized teammate an ez8 to refund. It's likely a change made purely for singleplayer balancing.
Armor value change will however affect the commander, so effectively it was a plain nerf for the Rifle Company version. |
So Stuka-50kg-bomb is not able to destroy B-4 now? That was the only counter to this over performing unit.
stuka damage: 750
howitzer health: 400
400 > 750, allies OP confirmed. |
vCoH was at least able to show troop statistics...
Which were completely wrong and never updated. If that's what you want, I'm sure someone can develop a cool overlay that displays random numbers on top of the game. |
Couple of ninja changes, will take a while to actually shift through the patch so this is very much a work in progress. More tomorrow, perhaps.
Paratrooper lieutenant/captain bonuses removed, accuracy bonus at vet2 nerfed back from 1.4 to 1.25*
Stuart shell shock lost deflection damage (50% --> 0%), reload speed slowed (1.5 --> 1.75), scatter decreased
Pack Howitzer AOE decreased from 6 to 4, scatter reduced
Raketenwerfer can be suppressed
.50 cal vet2 penetration nerfed to be same as vet0 gun (1.5 --> 1 far)
EZ8 400/145 --> 380/140, Armor 215 --> 200
Ostruppen given 1.2 armor
Sherman smoke wind up/wind down removed, reload shortened and scatter reduced.
*Accuracy bonus nerf does not apply to Recon paratroopers
Couple more:
OKW base & buildable flak emplacement accuracy increased by 8x (0.025 --> 0.2), suppression doubled
Rear echelons carbine shots until reload 8.5 --> 14 (very slight increase in DPS, slight increase in volley suppression)
Paratrooper carbine shots until reload 8.5 --> 14
Jagdtiger min range from 0 to 8, ISU min range from 5 to 7
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Couple of ninja changes, will take a while to actually shift through the patch so this is very much a work in progress. More tomorrow, perhaps.
Paratrooper lieutenant/captain bonuses removed, accuracy bonus at vet2 nerfed back from 1.4 to 1.25*
Stuart shell shock lost deflection damage (50% --> 0%), reload speed slowed (1.5 --> 1.75), scatter decreased
Pack Howitzer AOE decreased from 6 to 4, scatter reduced
Raketenwerfer can be suppressed
.50 cal vet2 penetration nerfed to be same as vet0 gun (1.5 --> 1 far)
EZ8 400/145 --> 380/140, Armor 215 --> 200
Ostruppen given 1.2 armor
Sherman smoke wind up/wind down removed, reload shortened and scatter reduced.
*Accuracy bonus nerf does not apply to Recon paratroopers |
Bulletins that MAY not stack (someone would have to test them):
assault_gun\isu152\armor_rotrate_isu152.txt
content_update\soviet\medium-tanks\t34_85_armor.txt
content_update\west_german\artillery\ig18_ability_recharge.txt
content_update\west_german\light-vehicles\ostwind_armor.txt
heavy_tank\tiger\heath_tiger.txt
infantry\gersniper\armor_gersniper.txt
light_vehicle\222\range_222.txt
light_vehicle\m3a1\armor_m3a1.txt
light_vehicle\recruit_health_movespeed_halftrack.txt
light_vehicle\t70\armor_t70.txt
medium_tank\officer_acc_armor_tank.txt
medium_tank\panther\armor_dmg_panther.txt
war_effort\german\stug_ap_armor.txt
war_effort\soviet\su85_armor_speed.txt
xp1_units\light_vehicles\flak_halftrack\armor_pro_flak_halftrack.txt
xp1_units\light_vehicles\panzer_ii\armor_pro_panzer_ii.txt
xp1_units\light_vehicles\stuart\armor_pro_stuart.txt
xp1_units\medium_tank\officer_tank.txt
xp1_units\medium_tank\vet_panzeriv\armor_vet_panzeriv.txt
Or to put this list even simpler, armor increase bulletins for vehicles might not stack.
Everything else, pretty sure it'll stack. There, happy now? |