Home › Forums › General Discussion › Balance Discussion › The super-post of Unbalance :D (WIP)
- This topic has 9 replies, 5 voices, and was last updated 6 years, 10 months ago by Death_Kitty.
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04/01/2018 at 11:36 pm #5544KhorneParticipantBefore starting, I would like to say that the purpose of this post is to talk about problems and
solutions for in-game imbalances. The proposals intend not to break the realistic model that the
mod wants to achieve, trying to give a point of balance to all the armies. At the same time this
post is open to new proposals (as long as they are presented with order) and will be added to the
main post.Indirect Fire (All Armies)
Indirect fire has always been a method of assault, leave vulnerable defenses to give way to infantry. However, in Wikinger (Present) mortars have become a defensive / passive tool. The lethality is understandable, but the precision and rate of firing of mortars / artillery is too high, disabling any player with an infantry-based strategy in mind.
An intelligent solution would be to stick to reality.Indirect fire pieces always needed help from a radioman or spotter.
I think that in order to have that level of accuracy and rate of fire the mortars must wait for a confirmation of coordinates on the part of the observer, or having some kind of line of sight system. This could be translated into the game in several ways, and in many cases it would solve the random losses that we have today.
Of course, mortars should be capable of firing blindly, but the precision should be completely zero.Snipers (All armies)
The snipers in reality, had a role of observers, and very rarely were used as an offensive tool. In the mod (present) can be used abusively by certain doctrines, and cancel the enemy infantry without effort. Its ability to suppress, and quickly eliminate support arm squads, makes any player quickly run out of infantry, without being able to do anything about it (since distance provides an impossible security to surpass, and youre stuck rearming squads, having no MP for the entirety of the game).
An interesting change to snipers, would be to reduce their range, and also have a probability of failure against moving units and coverage.
User Damian propose: Range reduced by 50%, Eliminate supression or lose accuaracy against prone units.
Rocket artillery (Axis mainly) A.K.A One flick and win
With the purpose of giving more survival to the units, and lengthening the combat making it more interesting, heavy rocket bursts should be revisited intensively. Right now, the mod is designed in such a way that constructing defensive lines becomes an indispensable part of most of the games (ambulances, barricades, repair posts, retreat points) and it is inevitable to have a large number of units assembled at a specific point. Even taking into account the rocket barrages, and separating your units to minimize damage, you do not get different results:
The area of explosion and the degree of devastation of this unit, gives only two options to the allied player: You see the truck, and you abandon the entire defensive line before you lose all your units (when I say abandon your defensive line, I mean almost a sector and a half) losing more than 25% of the territory that you were protecting.
Or
You are bombarded, losing 90% of your units (including heavy armor) staying with some sad engineers and some vehicles with less than half HP and critical damage, automatically losing the game (if you do not lose now, and bomb your base, destroying all your basic buildings of course).
The solution is simple. Heavy artillery should be used to get rid of strong fortifications (cement, anti-tank sites, heavy trenches). Right now its power is excessive, and its degree of devastation decide whole games, in which there has been a strategic element for 30 minutes, which go to hell for a simple skill of artillery.
Also this can be related to indirect fire (see first step)
AT squads (specially Allies)
Anti-tank squads in the Second World War, ambushed the armored vehicles, rendering them useless in the process (they were rarely destroyed completely). At stake, the squads can move stop in front of a tank, and shoot under-fire with hardly any problems. This means that players who try to use tanks as the tip of their offensive, are quickly disabled.
I think the precision of the AT weapons after the sprint, and while this squadron under fire should be limited.
An intelligent infantry player should prepare ambushes with his AT squads for maximum effectiveness.
Camouflage (All armies)
Right now, units in ambush, or infiltration, are too limited in motion, and can be spotted too easily by spotters, canceling ambush opportunities by ATs, or the possibility of sabotaging reinforced positions. Seeing a soldier crawling through the mud is not an easy task, even with scopes. In my opinion, more options should be given to infiltrate and give far fewer options to expel units that are designed to infiltrate enemy territory (paratroopers pathfinders should appear on the map directly in stealth, unless they have a unit near the landing).
WORK IN PROGRESS
Special thanks Mongalong247 (help me edit some phrases)
Special thanks Sean (help me correct some stuff)
Special thanks Damian (Added proposal)
- This topic was modified 6 years, 10 months ago by Khorne.
- This topic was modified 6 years, 10 months ago by Khorne.
- This topic was modified 6 years, 10 months ago by Khorne.
- This topic was modified 6 years, 10 months ago by Khorne.
- This topic was modified 6 years, 10 months ago by Khorne.
- This topic was modified 6 years, 10 months ago by Khorne.
- This topic was modified 6 years, 10 months ago by Khorne.
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05/01/2018 at 12:20 am #5548seanParticipant
I see Your complaining About Axis Artillery, Yes i agree ROCKET Artillery is too strong but Regular Artilery is fine, U never used 25 Pounders it seems THEY Wreck Havoc among the Germans Same as the 152 And the B-4 203,
Sniper’s Your Complaining about their range, I Disagree German Snipers We’re known for their effectiveness, And their high Quality Scopes, While the Allied had lesser Quality Scopes,
A good counter is using Artillery or SMOKE ! i see NO ONE ever use smoke,
Also Camouflage is fine ATM, Due to if u make it even harder its almost impossible to COUNTER it, So i 100% disagree in that aspect i never have issues with Camouflage’d units in my last 100 matches, so no They are fine,
The only thing i agree with is The indirect fire, Due to that being to strong i agree they need line of sight but thats it no need to get radio men and shit involved it would be counter productive to make the multiplayer Competetive in anyway or form,
With Sincere Regards Oberst Fallschirmjager Sean Leader of 6th Fallschirmjager Battalion
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05/01/2018 at 12:35 am #5551
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05/01/2018 at 12:35 am #5552KhorneParticipant
[quote quote=5548]I see Your complaining About Axis Artillery, Yes i agree ROCKET Artillery is too strong but Regular Artilery is fine, U never used 25 Pounders it seems THEY Wreck Havoc among the Germans Same as the 152 And the B-4 203, Sniper’s Your Complaining about their range, I Disagree German Snipers We’re known for their effectiveness, And their high Quality Scopes, While the Allied had lesser Quality Scopes, A good counter is using Artillery or SMOKE ! i see NO ONE ever use smoke, Also Camouflage is fine ATM, Due to if u make it even harder its almost impossible to COUNTER it, So i 100% disagree in that aspect i never have issues with Camouflage’d units in my last 100 matches, so no They are fine, The only thing i agree with is The indirect fire, Due to that being to strong i agree they need line of sight but thats it no need to get radio men and shit involved it would be counter productive to make the multiplayer Competetive in anyway or form, With Sincere Regards Oberst Fallschirmjager Sean Leader of 6th Fallschirmjager Battalion[/quote]
Hi, Sean.
When I speak of heavy artillery, I speak of heavy bombers (B34, Stuka truck, Calliope, etc.). Correct the text and the image to be more specific. Thank you
When I talk about snipers, I mean snipers in general, and I’m not questioning the ability of these heroes. The smoke is designed to help you move forward, to eliminate enemy defenses, it does not offer you a safeguard against snipers. You, especially, know that a sniper stationed at the base does not have an counter, since entering the enemy base in the middle of the game is impossible.
The artillery was not used in reality to shoot down a single sniper, was used for other purposes, larger objectives and greater strategic value.
The radio was a proposal, or having some kind of line of sight for artillery system in place, instead of having a lethal autofire mode.
Leaving that aside, mortars have half the effective range of snipers in the game, with which, your mortar or indirect fire unit, sounds long before reaching the rank.
The last game that you and I have had, has had my units in the base, being shot down from your forehead, forcing you to spend 30 MP every 5 seconds, or let them die.
Camouflage is one of the lightest problems from my point of view, the real problem is not the camouflage itself, but the range in which observers can find the camouflaged units. But this is open to discussion, I agree.
Thanks for the feedback!
Sincerely.
The Salt
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05/01/2018 at 12:40 am #5557seanParticipant
Khorne i see the complaint about the B34 Stuka they COST ALOT!!! of munitions to fire they are not their to waste munitions B34 cost if i am correct 8 CP and than another 250 MUNITIONS ! Same with Stuka truck they COST alot and have almost no range AND NEED sight, So i disagree completelly otherwise they will be completelly useless
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05/01/2018 at 12:38 am #5555DamianParticipantArtillery is not that big of a deal unless we talk rocket artyWhat’s really painful rn is the heavy mortars
107mm emplacment for US inf and 120mm mortar for SE
They should be ability onlyI propose making them fire 1 shell with normal accuracy they have now (10 munitions)and fire one shell with really good accuracy for 40 munitions.
Each on cooldown of 10 secondsOr keep the standard barrages on, but if you disable automatic fire on these mortars, my solution makes them more useful (they can switch targets faster).
As per snipers:
1. reduce their range by 50% (yes, they have that much range…)
2. a) remove suppression
or
b) make them have 0.1 accuracy vs suppressed targets (Soldiers “go prone” for a reason 😉 )Copied my thoughts from discord. Enjoy.
- This reply was modified 6 years, 10 months ago by Damian.
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05/01/2018 at 9:00 am #5566NyvreModerator
The other Heavy Mortars are no issue?
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05/01/2018 at 6:43 pm #5576DamianParticipant
The other heavy mortars (if there are any???) did not catch my attention or they are not SS/USF.
Anyway every heavy mortar works pretty much the same and my solution should work fine for every each one of them :p
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05/01/2018 at 10:26 am #5568KhorneParticipant
In my opinion all mortars are an issue if they need no microing for devastating results. Damian, thanks for the feedback, i will add your proposals to the original post!
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05/01/2018 at 7:35 pm #5577Death_KittyModerator
it terms of what you said: Heavy bombers: yeah i’ll give you this. the issue i have with them is they can come off map in any direction, and you don’t need a dedicated spotter to call them in. (especially with the audio cue sometimes not playing.) I would like to see a radio squad that enables airstrikes only within a certain radius. Don’t know if that’s codeable though.
I find artillery to be fine otherwise, though the issue with rocket arty (looking and SE here) and mortar (infantry doc) is that the rocket arty can make use of multiple player’s munitions call in and bombard constantly, and the tanks/trucks can be position really far back, and the mortar emplacement takes more than 1 satchel charge to kill for some reason. it accuracy could be looked as well. I’ve had way to many squads wiped after just 1 shot.
snipers are fine, the issue with them is just that they are impossible so spot by a lot of allied docs, and that something i want to bring up in a different thread.
rocket arty IMHO should actually do little damage to any entrenched enemy, keeping in mind fortifications should still be relevant. i do feel the SE rocket spam does need some real looking at though.
if you cant bring enough suppression to stop and axis rocket squad from killing your tanks, that is your fault alone. plus allied at squads almost always have to flank to get anything done.
camouflage i think is a bit under powered atm i would like to squads, especially paras, be able to move at half speed rather than at a crawl. it would make dropping paras behind enemy line a far more terrifying and potent strategy, making it easier to ambush anything, easier to avoid patrols that spot your units by chance and forcing out weak detection halftracks, ect. i think the units that have camo right now are a good amount, and the detection units are fairly easy to get rid of. Also like the idea of getting stealthier para drops.
Also just a small note: more micro does not equal better. A micro intensive game just gets really annoying after a while, as if everything needs your attention, then the game becomes a chore to play. Making mortars fire only when ordered for a munitions cost is foolish in my opinion: it makes mortars useless, and forces you to trade munitions from units, upgrades, nades.
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