Yay my poor 45mm ATG can be usable again, hey miragefla can you also fix the Bren Carrier and Kubel? Now only Brit lacks reliable building clearer.
Well, the Bren costs less fuel and arrives slightly sooner. I may look at the Wasp upgrade.
On the Kubel, what's wrong with it? The capture rate or the lack of fuel cost? Because the lack of fuel cost is now sort of compensated by OKW needing to pay fuel for their healing and repairs.
On the hotfix that came out today, I may move some of OKWs vehicles prices up. But I'll need more feedback on how OKW's side cost affects their timing of armour, etc.
I do like these changes well done gent. Is there some group where we can join to play against each other to test these changes?
Now that you mention it, there is now one. Currently it's not open to the public, but I can open it eventually if there's enough momentum behind the mod. Also I've been thinking of a name. It's not good at all, but you can find it on the group page and the idea behind the mod. Sort of.
The mine change is not that good. Zero manpower punishment for running into the mine.
If its at all possible (and I doubt it is) I'd rather see mines deal something like a maximum of 80-90% squad health, i.e it only inflicts 300 damage spread across 4 models, though I dont think AoE allows that.
I'll probably go back and test to see if adjusting the AOE will doing anything since it doesn't drop-off. Main thing I'm worried about, however is that it may or may not deal full damage to vehicles.
Currently, if one were to play without the mod, the TM-35 can consistently kill 3 Volk models in their max formation if they hit it dead center. When units start closing their formation, there's a high chance of instant wipes within 5 meters.
Edit: So from initial testing, mines with damage drop-off do impact how they work on vehicles. Will try testing some more.
I was about to check the mod but after reading these changes, no thanks.
Removing two CoH2 feature just because you cannot balance it? That's failed more than Relic does right now.
How is making it so abandoned vehicles no longer get away or fight back the moment they are recrewed removing a feature? Abandon is still there, but the player won't be able to use it in the same fight it got abandoned in or manage to limp away when the vehicle should be dead.
I also didn't know planes killing things via crashing was a feature unless one was playing CAS. You either have the planes do too much damage where they wipe things in their AOE or its so little that you might as well remove it as it could still instantly kill something that it lands right on top of which is very RNG dependent. I do not believe it is alright for planes to kill units, particularly your own, when your AA does its job of destroying incoming aircraft.
Miragefla, what gamemode do you have in mind while rebalancing? 1v1? 4v4?
I've just tested both versions (0.1 and 0.125) with some friends in 3v3 and 4v4 and found it balanced for both sides. Maybe tweak a little bit penals with ppsh and flamethrower, they're potential wipe machines if found in blobs, and their satchel makes them a real threat to OKW's trucks (which is fine, but with 2 or 3 squads w/upgrade you can push freely towards them, unless an HMG is in the middle).
Haven't tried myself arty nor airstrikes yet though.
Oh, and flanking tanks and pincer tactic (with t34/76 at least) is really rewarding now.
Focus is 1v1 and 2v2 so that all units would have a role to play and can function there. Hence why USF got some significant indirect-fire buffs as without doctrines, they have a hell of a time punching through defensive positions.
I may go a boost some Ostheer stuff to test, but I'm not sure. I dislike the fact their light armour play is so easily countered, but I'm not sure if something like the 222 should go from a scout car with anti-vehicle to a mini-light tank.
Added some new changes and one of them is one I really want to test in more competitive play. Essentially the anti-air patch revamp as one would call it.
Not sure if I agree with SU-85 changes. 260 Penetration with 30% extra penetration from vet is a lot of penetration. With vet, that's almost 340 penetration, so we're talking about ~100% pen all the way to the KT.
I realize the Jackson, with vet and HVAP rounds gets higher penetration, but Jacksons are so flimsy that I'm not sure if I've had a vet 3 Jackson before and it requires an ammo ability. I know I've had high vet SU-85s, though. I'd tone it down to 220 plus your 30% vet, bringing it just shy of 290.
May be much but as I said it still needs testing and note that the SU-85 got its reload increased and won't fire as rapidly with vet and is still relatively flimsy, if harder to hit and lacks any sort of turret or defensive bonuses. Penetration could be lowered, but I want to make this thing consistent for its role to fight heavy tanks.
Like the changes, except the Jpz4 changes are probably a bit to drastical. would make it's bonus dmg from 240 to 120 and recloack to 8 seconds.
Maybe the total could be brought up to 240 from 200, but anything more is overkill. With 240 it's then take one less shot to kill tanks and the first-strike already gives a ton of bonuses such as 1.5 penetration and accuracy.