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- This topic has 6 replies, 5 voices, and was last updated 6 years, 3 months ago by MeatShieldNZ.
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21/07/2018 at 2:52 am #7056Death_KittyModerator
I just want to really quickly say that this is the first of many threads on balance put together by many contributors. I want to get some good discussion, so I’m spacing the feedback out. After this post, the feedback will get much shorter, and ill dispense with these paragraphs. -DeathKitty
-Light vehicles (Jeeps, kubel’s)- are too expensive early game, and don’t have a clear role. They should not cost fuel. I propose they cost as much as a tier 1 MG, so manpower and muni, so in exchange for an MG that can be dug in, you get one that can deploy instantly, is more mobile, but is much more vulnerable. They seem to take crits very easily… perhaps give them a early game upgrade that gives them some crit armor at the cost of speed? For a bit of muni?
– Elite unit veterancy. The main issues seem to be the health and received accuracy bonuses this units gain as they level up. Basically, they become harder to hit, and can take more hits before they lose models. In addition, their received accuracy bonus makes it take longer to suppress and then pin them, add to this the fact that a player can retreat them at ANY time, they become incredibly hard to destroy. This is a problem shared with all elite infantry in general, allied and axis. Could we get exact values, and debate them?
-Perhaps rocket artillery should do more morale damage than actual destructive damage. Perhaps could operate like airstrike: infantry in open take massive damage, infantry in cover pinned but otherwise safe?
– trenches seem very good. They are very hard to take out, hard to clear out even with grenades and flamethrowers. Perhaps flamethrowers could do more damage to infantry in trench?
-Smoke barrage and grenade seem to be very scarce in this mod overall. It would make assaulting positions with emplacements and trenches much easier if you can’t flank. Perhaps smoke barrage and grenade could be made more common?
-57 mm AT gun seems very weak ATM compared to other equivalent units. Perhaps they can be used to immobilize tank by hitting the tracks, which would let them be of use against big cats in the late game.
Feel free to debate. Hope y’all do.
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21/07/2018 at 2:56 am #7057mongalong247Moderator
Thanks for taking the time to put this together. Great general points raised. 🙂
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21/07/2018 at 5:48 pm #7059SturmtruppeVParticipant
Hallo,
1,4,5,6th I agree with Death_Kitty, others I have no idea 😀 -
22/07/2018 at 10:11 pm #7074OlhausenKeymaster
Hi Death Kitty: About your report…
1. In my eyes, Kubel and Dodge “must cost Fuel” then player could decide to be more agresive or save fuel for tech up. I am agree to reduce or remove the ammo cost. In exchange Dodge and Kubel should have more Man Power cost. In my oppinion:
Dodge .50cal cost:
Before: 140 mp /20 fuel /10 ammo
My oppinion: 200 mp /20 fuel
Kubelwagen cost:
Before: 130 mp /20 fuel /10 ammo
My oppinion: 190 mp/20 fuel
2. Elite infantry: I could nerf them again carefully if all are ok with that.
3. Could you specify with one is out of range or over power ? In my eyes most of the rocket barrage are very good calibrated.
4. More damage of the flamethrower in the trenches, it could be too. I put this in my list of things to do.
5. I read something about this in discord too. Yes we could try to do something about it.
6. 57mm AT guns. Well, we already give those weapons more punch. Right now they are very good if we think about them. The main problem is not the 57mm weapons, the main problem is Americans dont have a 76mm AT gun.
Thanks a lot for the feedbacks mate 😉
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22/07/2018 at 10:19 pm #7076MeatShieldNZKeymaster
Re Soft skin Vehicles – What do you see there role as? Maybe they could replace infantry HMG altogether for the more vehicle focused doctrines…
Are troops in trenches getting bonuses against flames? Infantry die so fast to flames at the moment I cant imagine an increase in damage but it would make sense. Also grenades should get a bonus versus entrenched infantry if it lands in the trench due to the enclosed space. Not sure if that can be coded though..
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23/07/2018 at 9:08 pm #7079Death_KittyModerator
My main problem with soft skin vehicles is their skin is far too soft. If that could be looked at, then id be OK with them costing fuel. I like olhausens idea, but also a bit more armor. Because they get crits if anything shoots at them, and if they get immobilized, they die. Perhaps flat tires could still allow movement, as vehicles with flat tire can still move. That would be a nice buff.
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23/07/2018 at 11:31 pm #7080MeatShieldNZKeymaster
Well they are called soft skin for a reason, its only a few mm’s of pressed steel. It simply wont stop a bullet. In response to their lack of use we have greatly reduced the damage that rifle bullets cause though in regards to Hit points, but have added the more realistic criticals. I like the idea of a flat tyre slowing rather than stopping the vehicle but that is a minor improvement in the bigger scheme of things.
Being a realistic armor/penetration mod means we cant simply “buff” units for balance. Maybe soft skins are just a casualty of the overall mod design, we could reduce the frequency of the criticals maybe??
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