other times it doesn't wipe a single model. I'd trade the RNG for consistency any time.
But there's no RNG on it i think. If your aim is good and models are clump together (cover), it will hit hard.
Alternative:
Speed up animation and flying by a certain amount and translate that to a timer when it lands. You keep the same time as now but translate the reaction from been able to watch the animation been done to seeing the grenade landing on your units.
1- Vehicles do not have to reload in order to fire it's first shot. That's the biggest time constrain in order to fire. Ready/Aim times are small. Wind up/down is only present in a select amount of vehicles.
2- Overkill is wasted damage.
3- Shots to kill/Time to kill is a better representation of the capabilities of a vehicle. Even more if you double the unit or mix it add with +100/+120/+160 to the equation.
This should be done against 560/640/720/800/1040/1280 (i think i got the HP pools correctly)
Tulips (and in a lesser way command tank upgrade) are always gonna be the biggest obstacle in balancing the unit.
It would be like having OLD stock TWP on Stug by default, but only working 33% of the time. When it works flawlessly, you kill a tank. When it doesn't, you miss and waste munition.
No problem with that if its just their own mod and not in a community mandated balance patch. Might as well remove all nades. Right.
Rifle nades have been nerfed several times and I rarely see them wipe. Like all nades (except USF nade and Penal satchels of course), they can wipe when all models are serously low on health. They can also wipe in the same conditions as SU 85s can wipe.
Otherwise, not so much.
I don't think i have seen nerfs to Rifle nade since Beta. I think at some point they increase the cost and they removed the extra range on vet 2 but the weapon behaves equal since it's conception.
Edit:
Unless there's some ninjas, this is the changelog.
Rifle-grenade now cost 25 munitions
Updated AOE profile on Rifle Grenade (
Rifle-grenade munition cost from 25 to 30
Note: this were changes from +4 years ago.
Removed ability max range modifier at veterancy level 2
Grenadiers’ Rifle Grenade ability’s weapon delay decreased from 3 to 2.125
Note: this were changes from +2 years ago.
There's literally 0 elements of deep snow, deep mud, or coldtech in the game anymore. The reasoning was that all it did was slow down the game for both sides and had no place in competitive play. (Honestly, I liked it, and I wish they kept it in automatch.)
The criticals were likely removed for similar reasons pertaining to competitive play and RNG.
They are still there, not in automatch.
Someone correct me if i'm wrong, but there was 0 attempt in order to balance cold tech. Mud was just brown snow. Cold tech could work if there was any attempt to balance it's mechanics, but what they couldn't do, was improve performance. RIP optimization.
There is no gameplay based reason against those kind of a faction.
Fun and selling point. People are more excited about playing with big/iconic toys rather than "low tier" non medium/heavy vehicle based armies or early war tools. Combined that with limited human resources/capital and risk analysis and you have your reasons.
I'm not against implementing any type of new content or faction, if it's in the right contest (say you implement Japs vs USF but that's a fix match up on specific maps) but Relic probably has a chart on which they have gauge interest of what people might prefer, and i bet "lesser" countries doesn't have enough public in order to invest time and money on them.
"Why this mega corporation working on a niche genre, doesn't produce an even more niche faction/theme based game?"
Usually your posts are contructive and well thought out, but this part i simply cannot follow. Would you kindly take another look at it?
Support always existed in the form of AT nades on cons, mines to lay and other counters such as they were buffed or nerfed.
Killing (and thereby countering the sniper) has always been a thing of another sniper.
This does not follow, Is the sov sniper buffed or nerfed in total? since apperently we're getting sniper wars (why?) but somehow the sov sniper is worse off?
As a question to you: Why is it nice to have a sniper that dies to RNG shells but harder to countersnipe?
That's just double the frustration, none of the skill.
1- My bad if i didn't explained myself. During 2016/OCF, prior to Penal PTRS madness, OH sniper was wrecking and T1 saw absolutely no play.
Luvnest words from that time.
Actually I kinda wanna disagree. I tried T1 with a sniper to countersnipe devm's sniper in OCF. The Soviet sniper team is extremely clumsy. The moment it steps out of cover it decloaks meanwhile its Ostheer counterpart can walk from one side of the map to another while beeing camouflaged. This means that the Soviet sniper is only able to countersnipe once you pushed your opponent back and set up an ambush. Which is rarely happening since you are short on infantry (maybe 2,3 cons against MG42, 3 Grens, Sniper) and give up a lot of early map control which you would have with a 3 Con T2 opening. Plus the danger of a 222 forces you to either pick a doctrine for guards or T2 for AT gun. If you just go AT nades you will be pushed back eventually.
I really wish that Soviet sniper was just one guy with decent camouflage for manouvering. Plus the spotter is super awkward since he shoots sometimes by himself, revealing the other sniper too. Good players can deal with Soviet sniper quite well to be honest.
PTRS Penals means Guards commander are no longer a must, while the cost adjustment and MG target table nerf against snipers made 222 unreliable. Guards saw "no play" during prior patch, while the current state shows how volatile they are for making them underused or overused.
2- Countering soviet snipers hasn't always been a matter of been able to countersnipe or not. Disengage early on, map pressure forcing retreats and stalling for other upgrades or units (lights) has always been a choice.
As i said before, this is kind of a burf (buff + nerf) which i can't foresee where it is gonna land us in the meta. But it just pushes the meta into sniper war, if snipers are viable. More or less in a simil situation with OH vs UKF.
3- Having the MOST reliable way of killing a sniper been RNG shells is bad. But i don't think the focus should be countersniping. I believe there are ways of nerfing and adjusting soviets snipers so it's more painful to be losing models while still retaining the 2 man squad.
For ex:
-Increase reinforce cost to +120mp
-Make the spotter weapon be transferable, so once a model dies, it can't countersnipe back.
-IIRC its 2x64HP (128hp without counting RA). You could make the spotter 82HP and the sniper model 24/48HP and nerf their RA so if any unit sees them, it's basically guaranteed to lose the sniper model. Indirect will be better at bleeding it, while not necessarily wiping the squad.
-I don't know how the priority system works in the game, so i'm not sure if you can alter it based on models. But you could always adjust it so the sniper model is slightly forward in the formation.
If after the target table MG buffs, snipers retreat nerf and the changes to 222, soviet sniper remains viable, i think it's overall a buff to the unit. Been able to shoot faster and cloak on the move is huge. At that point it is gonna be a matter of whether Cons AT nade, PTRS penals or the later Guards, can hold the line for them or not.
Except the only counters to snipers at high level has always been another sniper.
Sov sniper at 2 man is RNG infested frustration that dies to mortar but survives infantry. It should be the other way around which is going to be achieved with the upcoming change.
Except when T1 on Soviet didn't had AT on the form of penals, and OH sniper was wrecking soviet snipers because 222 cost was brought down so you couldn't realistically use M3 to oppose it. Even if 222 was crap as AI due to bugs, 444 made it more than enough against T1 and T70, even when it was OP.
Although this was quite in the past (OCF/2016?), it just shows that "imbalance" on soviet snipers is only due to how well you can support it (Guards) and how well counters units are during the meta.
Best timeline: they found ways to nerf Soviet sniper assymetrically
Acceptable timeline: since they are ubber buffing counters, no sniper sees play.
Darkest timeline: making 1man 82HP with mobile cloak and quasi OH RoF, makes Soviet sniper even worst and we enter the era of sniper spam wars.
Well there was this whole idea of smoking and flanking...
But few maps, especially team game maps, allow for proper flanking.
But then teching nades was apparently too cumbersome for smoke. So they got a mortar, which was allegedly supposed to be for smoke. Then later rifles lost smoke. For reasons.
USF conundrum:
-Let's remove the option for them to get anything other than Rifles at the beginning. Because whenever we give them anything else it's "cancer".
Useful RE? >>> Volley fire spam or mid game transition to bar/1919/zook spam.
Doge car >>> Cheese
Oh, you had strong Rifles early on? Let me give you elite vet Rifles with flamers as well...................
SU less range mortar tested? >>> Let's release OH mortar with steroid vet for reasons.
-USF release steamrolls OH ? Let's give OH more mp and a T0 MG42 to compensate. Oh wait, now we need to give USF something back because we decided that EFA theme is having non doctrinal flamer. All other factions should had problems dealing with garrisons.
-3rd big issue. Free units and unidimensional tier. Let's make one of their tiers heavy AI and the other heavy AT, because that really worked for SU in the past.
This means you end up with an oppressive tier which relies on snowball or it's completely useless and skipped forever. Or you can take the best of both worlds, tech both and later rely on call ins for late game because getting all the tools is too costly.
Got mortar for smoke -> instantly becomes laser guided turbo mortar. I feel something went wrong in transition there.
One of the biggest failures done by Relic. On the level of doubling rocket damage patch. Test one thing, and later release single player OP OH mortar clone.
I blame elchino7, he made me assume it's fine to joke about the topic instead of actually discussing it
what should you do in order to your enemy loses his focus and Power decision ?
Well, that was my interpretation of what he asked for.
What OP then is looking for is CHEESE.
Cheese is a pejorative expression which refers to a strategy that is highly unconventional and designed to take one's opponent by surprise. In general, cheese is hard to beat if not scouted but easy to defeat if it is scouted.
1- Good ole mines/minefields in retreat paths.
2- Base rushes. From "surprise" light vehicles chasing down units till the end of the universe, to uploading a 250HT with PGs and chasing down units on retreat and reinforcing while doing so. If you can land a grenade on retreating units, bonus points.
TBH, most of the cheese has been removed from the game (for better i think). Ghostbarb wire, spamming soviet sandbags, mine on doors, tripwire on doors, etc.
Compared to other games, there's no such thing as "cheese" strats macro wise.
How about ignoring yellow cover suppression reduction bonus at max vet?
This way, machineguns can still effectively suppress squads in a nuked area, but they still take less damage due to yellow cover's received accuracy bonuses.
In my opinion, ignoring suppression penalties rather than ramping up the suppression values would be preferable because it might end up vetted HMGs suppressing vetted squads in a half burst on open ground.