Thanks for the info, now pls test the ability and provide feedback in any thread you like.
Avoid creating new threads unless it's to discuss something outside of the scope of the new patch. Specially if the opening post is just "guys pls test this".
This is in order to avoid everyone making a new thread for each topic of the patch.
This thread will stay as it devolved into bug solving and moved towards the corresponding section. |
Regarding the RA:
I was talking about the mortars here but forgot to specify that in my post.
OK.
I still think they are too punishable once vet and weapons upgrades kick in. In case of mortars, i think their offensive performance is fine atm, it's just a matter of adjusting the cost and making vet actually matter. |
While my opinion would be that planes should be balanced in a first place in terms of speed\arrivial, rather then having old Quad, which just makes your end game abilities useless with almost zero efford.
Air based abilities are just to fast in a first place.
There's zero effort on saving munitions and pressing a button. It should be your job to clear for any anti air defenses before calling planes, in the same way we don't complain about someone spamming mines and someone deciding not to bring a minesweeper with it or throwing an artillery barrage in the zone.
This is my opinion taking into account the 0 chance we have in a rework in how planes operates in this game. |
Well to be competly clear here, non AA units provide a possbility of shooting down the planes. Indeed tanks with MGs are able to shoot at them, but at the end of the day its more of the bonus, which might aswell be removed.
As the matter of fact its still ends up being that if you specifically need AA counter you still have to get an proper AA unit, and ost\usf\sov have 1 deducated AA units, UKF have 2, OKW has 1 and HQ.
At the end of a day, planes dont have a HP, so other non-aa units just increasing amout of dice rolls.
If you ask, not sure many people would agree of removing all soft counters to planes. Which to be honest might make for easier balancing.
The thing with those soft counters is that they increase the overall chance to kill a plane. If say all dedicated AA units had around 50% chance to kill a plane every 5s, it would be balanced as long as no other means to counter those planes exist.
As with volume of units increase due to game mode, those numbers start to rack up.
I'll rather have all AA units be balanced around the old profile of the Quad M5 because the margin you have to kill a plane is rather small in order to be effective, but i know people have a different opinion on it.
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I don't think there's a consistency issue if the weapon profile is different enough to other similar units which is the case.
If you make it as fast as other projectiles you would need to nerf it to the level of the other weapons as well, which most people on this thread don't want. |
think there is some issues with your quotation making my some part of your replay look like I have post it.
I just answered both Hannibal and you at the same time. |
But now it performs normal, thats the point. Befor it was like two Centaur, but now it is like a better Vet2 Ostwind.
Edit: And it still insta-kills planes with some luck xD
Every AA insta kills because there is no such thing as HP for planes. Either it's a miss or a kill.
People complain about the M5 AA having to be reliable, because it's the only non doctrinal option they have. No MG upgrades on tanks nor other soft units to counter it. |
The Emplacements in general can return more MP when dismantled with each vet. Like now they all give back 100mp, may be vet 2 can return 150 and vet 3 200 MP.
Outside of specific values, seems fair. Though i more cautious in what to give it since vet 3 is actually more useful than the rest and they are getting a fair share of improvements on this patch. This is on top of the fact that mortar emplacements can't really bleed and you have a dangerous cocktail.
I am not 100% sure about the RA bonus though, since this would somewhat negate one of the counters (infantry push).
Some points are the received accuracy bonus on HMG can become problematic when the gun is recrewed.
The bonus is low enough to put the basic crew back to 1.0 size and is countered by ALL infantry squads vet accuracy bonuses (even the lowest been that of IS at +20%)
As far as recrewed weapons with other infantry, one is already paying the reinforce cost of the squad you are recrewing it with and losing on either 1 or 2 models performance since those are still gonna have to man up the support weapon.
I think one of the main issues currently is the damage output. The mortar needs constant support, but especially in smaller modes the game is too mobile to really hit something. In larger modes I found them quite useful. A straight buff to DPS though might throw off performance in larger modes, so maybe OPs suggestions are the right solution even if they do not really tackle the main issue in my eyes.
The change is there to make mortars easier to field for lower modes. The bonuses are small enough and defensive oriented in order to not disrupt their current performance on bigger modes.
the reinforcement cost on mortars might not be very effective since the do nto see allot of combat. Imo the bonus could included pack/set up times bonus, rotation bonus, speed bonus.
In addition imo crew should have their reinforcement times increased since when the can reinforce they are difficult to finish of and they forcing them of the field should be more punishing.
That's a fine addition/alternative, though i'm not sure outside of rotation how effective can they be.
For your 2nd point, not sure if you are talking about a specific support weapon or in general.
Mortars would make 2x AT gun play harder and they already are punishing to have them to retreat manually back to base or find alternative ways of healing.
Not sure if mortars need that reinforce time increase and it might be worth trying for MGs (i think you are talking about the cases on which you have a mobile reinforce and you constantly reinforce the MG) but not sure it's a problem atm. |
INTRO: skip if u want
Since this could be, for all that it matters, one of the last big balance patches, i thought i might as well put out this discussion which has been in the back of my head for a long time.
First of all, let me ask: Are we happy with the current status quo?
For sure, it's better than in certain past periods of time but i think it's far from ideal. Uber MGs or turbo mortars are really annoying to play against and it's understandable. I would guess that fighting a blob/spam of main line infantry feels a bit more interactive than fighting a wall of MGs and auto heat seakers mortars. But those days are long way gone.
Right now mortars are a bit underwhelming (good mostly only when using barrage, which is fine) and not used frequently. For the smaller modes, more often than not it feels like a luxury to buy one due to how you are sacrificing getting a real unit most of the time. While separating the smoke from the "HE" barrage is fine, i think everyone agrees that the smoke is kinda slow in terms of launching and arriving (not sure if this can be improved).
Mgs on the other hand are all useful (don't mention maxim) but end up losing effectiveness the longer the game goes. Either due to heavy artillery, vehicles, weapon upgrades, proliferation of light cover and unit vet.
The current preview patch is trying to improve in both fronts (Mg n mortar changes) but i don't think it's deep enough to provide a real impact. At least for the long run of this units.
Ideas
I propose improvements to be made in regards to vet for both units, cheaper mortars (cost/reinforce) and nerfing light cover suppression modifier.
Light cover:
Unless i missed a change, these are the modifiers for suppression against cover.
0.1 green, 0.5 yellow, 1 nothing, 1.5 red.
The heavy/green cover is most of the time good enough to stall an MG for some time and due to the nature of it (scarce or player made) it generally relies on player input in order to use it.
On the other hand, light/yellow cover values are not enough for fighting back an MG. While we make conscious decisions of using them in the early game (fences and bushes), as the game drags on, every kind of shell and explosions produces craters which acts as light cover. This diminishes the performance of all MGs as it takes double the time to suppress a squad which can now assault frontally. It's not like we as players decide to specifically use them or that they might say slow down infantry to account for the benefits of it.
With that said i propose to nerf the suppression modifier to 0.75/0.8 (light still provides the usual 0.5 acc modifier).
This should make mid to late game MGs less bad at their job, specially when fighting multiple units with vet and improved dmg.
Veterancy MG:
NOTE: values taken from vet guide.
This is what a normal infantry squad vet more or less looks like:
Vet1: ability or in some cases small performance boost (
Vet2: 20%/40% acc 20%/25% weapon cd
Vet3: -20%/-29% RA
With vet 2 and 3 values been interchangeable.
This is what MGs looks like (i know WFA/UKF is slightly different):
Vet2: +20% suppression. +30% weapon rotation speed.
Vet3: +30% acc. +20% rate of fire. +10% weapon rotation speed.
Why not add -20% RA at vet2/vet3? Yes, we need to still test the change in formations in the current preview, but let me remind everyone that vanilla support crews already have 1.25 size/RA.
Cost Mortars:
With all the changes which favours MGs (light cover + vet) i think the natural decisions is to take a look at the main counter.
-Reduce the purchase cost of small mortars by 20mp.
The proposed changes are only meant to affect the basic mortars. This means the GrW34 (OH), 82mm (SU) and the M1 (USF). This leaves out the Mortar HT, 120mm, ISG/Pack Howie and mortar emplacement.
Vet + Reinforce cost
This is what vet looks like now.
Vet1: -25% recharge time of the "Flare" ability.
Vet2: -40% recharge time of the all barrages.
Vet3: +20% barrage accuracy.
The difference between a vet 0 and a vet 3 mortar is minimal. The only indirect fire units which still have "proper" vet are, in order of power, the Pack Howie (get's white phosphorous + Heat) > ISG (RA + vet5 power improvement which is kinda late) > mortar emplacement (vet 3 HP increase).
I suggest that ALL mortars should get:
Vet2: -23% RA
Vet3: -20% reinforce cost (IIRC old Ro.Eng vet).
ISG should get the reinforce cost and reshuffle of some of the vet values.
Pack Howie only getting the RA for starters.
Not sure about mortar emplacement.
The values are defensive oriented and not interesting on purpose. It just makes less punishing to use them.
TL;DR:
-Light cover suppression modifier from 0.5 to 0.75/0.80
-MGs vet2 or vet 3 with -20% RA Reminder support weapon crew still have 1.25 size/RA
-Small basic mortars, -20mp cost
-Mortars vet now gain -23% RA and -20% reinforce cost. |
Double Fact Check - FALSE
You count up the buffs and tell me then, what % of USF changes are buffs and nerfs?
Looking forward to your answer.
I'm amazed by the mental gymnastics you are making by counting each individual change as a plain buff/nerf without taking into account the context of the change.
If i give you 5 bucks twice and then tax you for 50, do you have more money than before ?
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