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Winter balance mod 2020 V1.3

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10 Mar 2020, 03:09 AM
#41
avatar of mrgame2

Posts: 1792

I think centuar should get armor buff nearer to brumbar. For asymmetric sake. Armor skirts pay to upgrade. That should help ukf from being a shitty med game phase
10 Mar 2020, 03:24 AM
#42
avatar of LoopDloop

Posts: 3053

I don't see the reason cons need a reinforce reduction with the 7-man upgrade. They're already really good at 7 men and super durable. IMO the cost reduction should be removed entirely.

Also cromwell still bad.

Also also thank god for finally fixing the pfusies nade bug. Can we get a fix for paratrooper support squad zook camo too?
10 Mar 2020, 03:42 AM
#43
avatar of SuperHansFan

Posts: 833

I like most of it, I don't think OST needs a 25% bonus cap/decap rate though. Seems like it's opening a bag of worms that doesn't need to be opened, that or just lower it to like 10% or something. 25% is a lot.


If it was just ostruppen or grens it would be ok, and would give them utility in the late game that is dominated by elite inf. Brits still have this on IS unless it was removed.

But every single Ostheer squad in the game getting 25% is a bit crazy. Especially as they are further turning down the buffs to cons
10 Mar 2020, 03:52 AM
#44
avatar of Support Sapper

Posts: 1220 | Subs: 1



If it was just ostruppen or grens it would be ok, and would give them utility in the late game that is dominated by elite inf. Brits still have this on IS unless it was removed.


If my memory work, sections's bonus cap rate has been removed for a while.
10 Mar 2020, 05:25 AM
#45
avatar of Clarity

Posts: 479

Overall probably the best patch notes of the Winter Balance Mod, only thing I would look at is like ShadowLink said the capping speed buff for Ostheer with Tier 4. Since it's all squads it probably should be reduced unless it was just Grens and Ostruppen that would receive it. Not sure about if Pio's should have it as well but this could be a bit too strong especially on larger maps.
10 Mar 2020, 06:29 AM
#46
avatar of RepoRogue

Posts: 19

Also also thank god for finally fixing the pfusies nade bug. Can we get a fix for paratrooper support squad zook camo too?


What's the issue with Support Para camo?
10 Mar 2020, 08:26 AM
#47
avatar of Lago

Posts: 3260

Like P4 overshadows ostwind? Cromwell now just has identical scatter to P4 and almost exact same MG damage (just turret Mg's provide better DPS due to faster rotation)


The Ostwind vs Panzer IV has a 20 FU resource gap to Cromwell vs Centaur's 10.
The Ostwind has no speed disadvantage over the Panzer IV.
The Ostwind has a cheap 90 FU tank destroyer to support it.

It's much easier for those two units to coexist without treading on each other's toes than the Centaur and Cromwell.
10 Mar 2020, 08:31 AM
#48
avatar of blvckdream

Posts: 2458 | Subs: 1

I like most of it, I don't think OST needs a 25% bonus cap/decap rate though. Seems like it's opening a bag of worms that doesn't need to be opened, that or just lower it to like 10% or something. 25% is a lot.


+1
10 Mar 2020, 08:44 AM
#49
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post10 Mar 2020, 01:17 AMaaa
target size is what

Target size is similar to receive accuracy.

Usually it refer to vehicles an has usually between 14-24. It affect that chance of a ballistic weapon "rolling" hit to the vehicle.
10 Mar 2020, 09:00 AM
#50
avatar of JohnSmith

Posts: 1273

jump backJump back to quoted post10 Mar 2020, 01:17 AMaaa
target size is what


In a very basic way, upon firing a projectile, the game checks the following:

chance to hit -> chance to damage -> possible damage

The chance to hit hightly depends on the target size of what is being shot at. The higher the value, the easier it is to hit a target. Smaller values makes vehicles appear more nimble as projectiles have a higher tendency to avoid them. There are also other values that influence chance to hit, including, and not limited to, Weapon accuracy, accuracy modifiers, rate of fire, auras, abilities, commander abilities and other buffs, etc.
10 Mar 2020, 09:14 AM
#51
avatar of Esxile

Posts: 3596 | Subs: 1


Reduces the reinforce cost of all team weapons by 10%
Increases the capture and decapture rate of all Ostheer infantry units by 25%


Except for Soviet and the raketen every faction suffers the same issue with their support weapon. Not that 10% is something really relevant anyway but the reason of this change is difficult to understand.

Capture and decapture rate is a braindead change, seems coming from the same source (ass) than 221 being able to lock territories. I can't wait for the combo Sprint/decap all the map with the Tiger that depop anything trying to resist, or Pzgren with their passive sprint with a vehicle close by or even better, Stormtrooper poping randomly behind and decaping anything, oh also the nice buff it is for Close the pocket commander... and I probably forget some, ah no, stupid of me, the easier one: just put a squad inside a HT and enjoy.

Generalist Medium Tanks

In order to make generalist medium tanks more viable in the current meta, their durability is being increased by lowering their target size, making them more difficult to hit.

These changes should reduce the chance to get hit by 7-10% on medium to far range - ex: an 88% chance to get hit becomes an 80% chance.

The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.


Miam, just increasing even more RNG fights, you're not making them more durable but more RNG dependent. Do you understand that 80% is a value that take sens only in high repetition of tries.
We're talking here about units that need 4 shots to die, you almost never hit the 80% chance with a set of 4 tries. What you're going to achieve here is increase the number of rage post about bad RNG luck, because more than once mediums will die the exact same way they do today.

If you want to make mediums more valuable, you need to increase their health pool, nobody is going to bet on 10% more chance to evade a shot to rely effectively on them.

Now that you've open the Pandora box of Tier unlocking additional buffs, then be our guess and add one for mediums increasing their health pool for any faction, a paid T3/T4 buff for your mediums to make them similar to premiums, so at least you know you can count on something that is not only random RNG.

10 Mar 2020, 09:28 AM
#52
avatar of mrgame2

Posts: 1792

jump backJump back to quoted post10 Mar 2020, 08:26 AMLago


The Ostwind vs Panzer IV has a 20 FU resource gap to Cromwell vs Centaur's 10.
The Ostwind has no speed disadvantage over the Panzer IV.
The Ostwind has a cheap 90 FU tank destroyer to support it.

It's much easier for those two units to coexist without treading on each other's toes than the Centaur and Cromwell.


Yes centuar rear armor needs to be 120 so it can at least bounce shot off p4 at max range

This is in theme of ukf hardy units.
10 Mar 2020, 10:04 AM
#53
avatar of Lago

Posts: 3260

jump backJump back to quoted post10 Mar 2020, 09:28 AMmrgame2
Yes centuar rear armor needs to be 120 so it can at least bounce shot off p4 at max range

This is in theme of ukf hardy units.


What is your obsession with pointless low probability bounces?

It's not a meaningful durability increase, it's just added frustration for the attacker.
10 Mar 2020, 10:08 AM
#54
avatar of mrgame2

Posts: 1792

jump backJump back to quoted post10 Mar 2020, 10:04 AMLago


What is your obsession with pointless low probability bounces?

It's not a meaningful durability increase, it's just added frustration for the attacker.


Im a fan of rng, randomness leads to different outcome even for same factions in same map.

That's the fun of coh
10 Mar 2020, 10:35 AM
#55
avatar of Sgt.BigHead

Posts: 65

Those are quite nice changes.

What about giving some kind of combined arms buff at T4 (buff effects proximity with support weapons and inf) for ost againts incoming indirect fire attacks (Againts ; pack howies,mortars,arty etc.) for more defending capability instead of capping buffs or reinforce buffs. Giving slightly more durability fits for the ostheer faction at late game.
10 Mar 2020, 10:46 AM
#56
avatar of Alphrum

Posts: 808



If my memory work, sections's bonus cap rate has been removed for a while.


dont think it was removed
10 Mar 2020, 10:55 AM
#57
avatar of SuperHansFan

Posts: 833

jump backJump back to quoted post10 Mar 2020, 08:26 AMLago


The Ostwind vs Panzer IV has a 20 FU resource gap to Cromwell vs Centaur's 10.
The Ostwind has no speed disadvantage over the Panzer IV.
The Ostwind has a cheap 90 FU tank destroyer to support it.

It's much easier for those two units to coexist without treading on each other's toes than the Centaur and Cromwell.


The units have been balanced to be almost identical, Cromwell used to be 10 fuel more expensive but after they nerfed the crom maingun to P4 level and removed crush they cut 10f off the price.

So really now it's MGs are in line it should probably be put back up to 120 and centaur speed buffed to ostwind level because it's unusually slow for an AA tank.

The centaur being 20f cheaper than the crom and having better mobility will encourage it's use more.
10 Mar 2020, 10:58 AM
#58
avatar of WAAAGH2000

Posts: 730

“ Increases the capture and decapture rate of all Ostheer infantry units by 25%”
Shouldn't for all infantry,if must,only for Grenadier
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