I think they set them all at 90 seconds. Vet2 usually reduces it a lot.
Off the top of my head, PW > Katyusha. CalliOP get's 10s less per vet level while "common" artillery pieces get 40% off at vet2. Stuka get's 10% and 30% at vet 1 and vet 2. LM is 25% at vet1 and vet3.
Kyle have nothing to do with scope. Actually he was tryin to covince Quinn to remove as little as possible.
I think scope is actually good. Imagine if they changed everything at once. It would be really hard to test all changes and combinations and then in live game there could be OPieOP new meta. Its really hard to test even those new changes, and I know that because I´m testing
I know, but he is the the nexus between the "high command" and the mod team.
I voted disagree because the Balance Mod was beginning to get too complicated. As many people have said before:
at this point we should focus the balancing of this game by making small adjustments and see how they change the meta. small patches every 1 or 2 weeks would be ideal!
The problem is that is not gonna happen, we know this due to experience.
You can expect a bugfix patch, but not a balance patch in 2/4 weeks if there is any issue with this WBP (with some luck, just look at how long it took to fix USF mortar). Balance patch? Probably 2/4 months.
As i've said before, i don't think it's bad to remove changes to things like M20/M5/Puma/BC which might have big consequences.
On others, with changes that are more in the line of QoL than anything else, on units which don't see use, i find it difficult to justify (Kubel maphack, Su76 muni cost, passive xp for units which never vet, etc.)
An iterative approach to patching this game is something that I've long felt has been missing, so I just hope we don't have to wait several months for the next one.
AND this is why everyone is worried about.
Anyway, in the time the matchmaking took to find me a game i present scope 2.0
no its time to release this patch, if you wanna go total obsessed with this penal debacle keep a internal patch build and keep iterating on that but its time for the patch to release. Noone except soviet fanboys cares about this penal multirole unit you are trying to create.
M3A1 Scout Car
M5 HT (This does not affect Quad upgrade changes)
SU-76
M20 (this includes the bazooka vehicle crew changes)
M3
M5 (This does not affect Quad upgrade changes)
Raketenwerfer (the aiming time QoL change remains, however)
Kubelwagen
Universal Carrier (including WASP)
251 FlameHT
Puma (the OST Puma TWP change remains, to keep it consistent with the Stug-E)
And what of this things has anything to do with Penals?
I'm sad to see the M3A1/Kubel passive xp go away. Same with the changes to maphack and SU76 barrage as well. Not sure how making the USF M3 HT have the same HP as any other reinforcing HT is gonna make it OP.
This are changes to abilities or units which i fail to see why they got removed since they are either too fragile to make a huge issue or they are no brainers abilities with no downsize.
I may understand things like Puma/UC/M20/US M5 been reverted TBH but not the list of things before.
Just because most people don't use soviet heavy tanks doesn't mean they're bad. Using medium armour is just more popular and in team games the mobility of a tank is often most important. Try not to make unjustified balance claims.
+1
IS2 is fine.
ISU HE is fine.
ISU AP could get a small tweak. Instead of adjusting damage/pen, why not give it 33% deflection damage. ATM it deals 240dmg at 230avg pen and 200pen at max range (which is less than Su85). 33% means 80dmg guaranteed which is the damage of a zook. Reminder that it's the 2nd slowest gun in the game (1st spot is for KV2 on non barrage mode)
KV1 is not fine, specially by having a mobile medium tank veterancy.
KV2 maybe if it was added on certain unpopular doctrines (defensive doctrine for ex.) it might get a bit more feedback.
The Ost mortar is not OP. The vickers thing was just a bug or 2 extremely good hits on the Vickers which can happen, though it doesn't happen very often.
The Ost mortar IMO has a perfect range and does maybe a bit too consistent damage, but this damage is needed for crowd control against Allied blobs, especially in team games. Additionally every Allied faction has at least one mortar that outranges the Ostheer one
120mm Sov mortar has more range + more damage + 6 men squads with the ability to survive with one man left (which is absolute BS). Though it is doctrinal and shoots slower.
UKF mortar pit has more range + shoots twice + has brace + can't be stolen + Shoots faster with garrison bonus. Though it can't move obviously.
USF mortar has more range (or same, don't know) + faster fire + better accuracy.
The only mortar that really is worse than the Ostheer one is the Russian BM41.
When playing as Axis, I am ready to sacrifice a squad of Volks/Grens in order to get a 120mm/USF mortar. Simply because currently they are kill farmers behind your lines without any big effort. It speaks for itself that currently you see about 3-4 mortars in 2v2 games per side simply because the killing and wiping potential of mortars is so huge atm.
1-It's a bug. The crew should die but the weapon itself must survive with roughly 50% HP. Vickers/MG42 etc have 350HP and mortars only do 80dmg per shot.
2-Remember that OH/SU mortar cost 240mp.
-120mm cost 340mp and it takes double the amount of xp to vet up in comparison to normal mortars. You hit vet 2 (40% barrage recharge and less scatter) and 120m is just vet1. You get vet3 and you actually have more range than the 120mm mortar till it gets to vet.
It has equal damage but better AoE, but mostly on AA which is REALLY slow. Barrage AoE is reduced in comparison.
-Mortar pit is 400mp but they are 2 mortars (for some reason one is worst than the other). What is shitty about it is that it works really well when left afk. (IMO reduce AA range and make it more dependant on barrage aka imput player)
-USF is more or less a clone of the OH mortar. Difference is: it cost 260mp, it gets better vet1 (less scatter) and it has better barrage (more scatter but 1s faster rof).
All mortars are noob friendly on live, specially once they get vet.
Molo's / Omgpop / VonIvan Scout car flamers strategy or sniper clowncar are not agree with you ;D
Update: i misread your text! apologies, but well T1 has always been cool in my opinion, and Penals long range damage was good if merged properly
Yeah T1 openings success had nothing to do with Penals. T1 was always carried by the performance of snipers or clowncars. When both units cheese were rightfully nerfed, no one bother making T1 again till the resurgence of Penals, which are mostly a higher issue on 2v2+
B4 was not overnerfed, Vet 1 precision strike had to go, 1 min CD demo launcher was not fun : D
For mother rusia was also nerf and they removed the damage increase on vet. Design of the unit is bad when it's a flip coin on whether it's gonna wipe a tank or do nothing.
Except you know know where exactly will it hit. Once you hovewer see first rocked of land matress you still have lot of time to retreat without getting wiped. Both of them have pros and cons, yes matress is better in most things except picking up lone squads. Its fack you have to deal with
+1
Gonna put it on spoiler for anyone who wants to read more data on all units:
In case you miss it, nerf the veterancy and remove the damage increase at vet2
stuka, pw, kathuschka need only one shot from a zook/ faust..and only few shoots from small arms.
PW has 20/10 armor. Katy has 7/5 armor. Both have 160hp but the first one is more resilient to small arm.
Stuka has 11/5.5 armor but 320HP.
There's also the difference between RoF.
Katyusha and LM takes ages to fire all it's rockets (LM takes around 16s to empty all of them). I think then it's followed by Stuka/CalliOP (one fire all salvos at one barrage but slower pace, the other faster but on 2 barrages) and finally the PW which fires all rockets at once.