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CoH3 mod - reBALANCE Tuning Pack

12 Apr 2023, 16:16 PM
#1
12 Apr 2023, 16:36 PM
#2
avatar of Tiger Baron

Posts: 3145 | Subs: 2

jump backJump back to quoted post12 Apr 2023, 16:16 PMnigo
221 Scout Car gunner and M18 Hellcat crew are scaled incorrectly


It's not the crew, it's the vehicle models. The M18 Hellcat was almost the size of a car in reality which besides the engine, suspension and lack of armor to make it light enough helped it be the fastest armored fighting vehicle in the European Theater of Operations (ETO) -

Otherwise changes look good.
A_E
12 Apr 2023, 16:36 PM
#3
avatar of A_E
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Donator 11

Posts: 2439 | Subs: 6

Awesome, will investigate, thanks for the effort!
12 Apr 2023, 16:38 PM
#4
avatar of nigo
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Posts: 2238 | Subs: 15

Complete changelog here:



https://steamcommunity.com/sharedfiles/filedetails/changelog/2958174636



some good stuff:




brits

-Engineer SMG profile is overturned
Increased cooldown duration to 2.5 from 1.375

-Infantry Sections are over performing and over utilized
Gated Boys “Anti Tank Rifle Package” and “Bren Light Machine Gun” upgrades to T2 building
Increased cooldown to 3.5 from 2.5 to reduce ROF for “Boys Anti Tank Rifle”



-Greyhound
Decreased fuel cost from 40 to 35
Increased acceleration to 5 from 4.5
Can now medium crush to improve Vehicle pathing


-Bersaglieris are overperforming early game with their permanent sprint passive ability
Decreased cost to 300 from 320
Removed “Quick March” ability
Swapped “Urra” with “Sprint” ability as it is not meant to be a CQC unit



8 Rad is over tuned relative to their timing and unit type
Reduced base health to 360 from 420 same as Greyhound


-Grenadier is under tuned relative to their role and cost with little late game viability
Reduced upgrade grenadier to elite cost to 50MP
Added LMG42 upgrade to open late game options
Swapped “Sprint” with Bersaglieri’s “Urra!” ability


Jaegers
Decreased accuracy and reload time of Panzerschreck to be more in line with elite Bazooka performance


Panzerschrek and Bazooka is overtuned against infantry
Reduced damage to infantry to 0.25 from 1


12 Apr 2023, 16:59 PM
#5
avatar of Rosbone

Posts: 2124 | Subs: 2

We just need Relic to allow everyone to search for games based on a MOD.
12 Apr 2023, 17:22 PM
#6
avatar of Colonel0tto
Donator 11

Posts: 147

Lots of thoughtful changes with some big exceptions:

Marders needed to be changed but this is a dramatic nerf. 120 damage makes them completely unviable. They should remain powerful but be more expensive and have slower rotation rate - this patch does the opposite making them rotate even faster but do worse damage.

Removing in-combat reinforcement is odd given that this wasn't that broken in Coh2 - what's different? If this mechanic is to be removed then support weapons need their hp increased. One of the reasons they're so squishy is that they're balanced with on-field reinforce and re-crew in mind. However this might bring back support weapon meta from coh2 which I'm not a fan of. Big changes like this have big consequences.

Buffed penetration DAK Stug Gs will be completely broken. They already have rapid fire which makes them pretty strong, and with access to multiple forms of AOE ROF buff (8RAD, Command P4) they will slaughter everything. The philosophy of having 'clearly defined tank destroyer roles' doesn't make that much sense to me - the STUG is a bit of a hybrid unit because it's a tanky brawler.

Enormous AOE buff (1.5 to 4) to the Chaffee's anti-infantry capabilities in a faction that already has very good anti-infantry, making the greyhound worthless.

500% buff to MG suppression sounds ludicrously high - we really don't want a return to MG meta.

Buff to concrete bunker HP making them really unpleasant to deal with in 1v1.

Also some weird changes that remove unit flavour - why replace Bersa Urrah with Sprint? (explanation - 'it's not supposed to be a close combat unit' - but this helped them reposition to get cover/ throw nades).







12 Apr 2023, 17:42 PM
#7
avatar of Thunderhun

Posts: 1617

Nigo doing God's (relic's) work
12 Apr 2023, 17:57 PM
#8
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

Nigo doing God's (relic's) work



Im not the modder, just an enthusiast and fan. ;)
12 Apr 2023, 19:06 PM
#9
avatar of donofsandiego

Posts: 1330

Lots of thoughtful changes with some big exceptions:

Marders needed to be changed but this is a dramatic nerf. 120 damage makes them completely unviable.




Bro what. 120 damage is the same amount as a frigging sherman 76 or easy eight without HVAP shells. Get the panzershrek if you love doing 160 damage per shot so much. Lmao.

The stug D probably has the 160 damage you desire.

Oh yeah, by the way, 120 damage main gun for 35 fuel is STILL a great deal, as a US player has to pay 50 fuel upfront and 90 fuel after to access it.
12 Apr 2023, 19:09 PM
#10
avatar of donofsandiego

Posts: 1330

This is like the coh2 SU-76 is doing 200 damage, then it gets nerfed to 160 damage and claiming it's now completely unviable. Lmao.
12 Apr 2023, 19:23 PM
#11
avatar of Colonel0tto
Donator 11

Posts: 147



Bro what. 120 damage is the same amount as a frigging sherman 76 or easy eight without HVAP shells. Get the panzershrek if you love doing 160 damage per shot so much. Lmao.

The stug D probably has the 160 damage you desire.

Oh yeah, by the way, 120 damage main gun for 35 fuel is STILL a great deal, as a US player has to pay 50 fuel upfront and 90 fuel after to access it.


USF has multiple handheld AT options all of which are getting good buffs.

Neither Stug is getting 160 damage. 160 damage on top of the penetration buffs would send DAK Stug G into 'most busted unit ever put in a COH game' territory.

The Marder isn't an SU76 and shouldn't be compared to it - it's not supposed to be a 'help you get by' AT unit. It has zero other utility apart from damage. It's too tanky and too mobile - these are the things that should have been nerfed about it - they're the reason nobody builds Wehr Marders.

How much health do the units have that the Sherman/Easy 8 are shooting at? They don't have to deal with Matildas.
12 Apr 2023, 19:35 PM
#12
avatar of YeltsinDeathBrigades

Posts: 110

Very nice changes, but why is m8 scott got it's range increase and stummel still having it's poor range while being glass canon?
12 Apr 2023, 19:40 PM
#13
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

Very nice changes, but why is m8 scott got it's range increase and stummel still having it's poor range while being glass canon?



Because it's a concept mod in development. They are making daily changes.


These guys need help from the community:



We also believe in collaborative community development that thrives on constructive tangible feedback, so you can find the source code via GitHub here: /Specsranger/reBALANCE-Tuning-Pack





17 Apr 2023, 19:43 PM
#14
avatar of nigo
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Posts: 2238 | Subs: 15

Mod update:




GENERAL
-Reinforcement mechanic has been further adjusted
Can only be reinforced in friendly territory now on top of being out of combat and out of range from enemy units
Recrew team weapons ability now has same restrictions as new reinforcement behavior
Wehrmacht Medical Bunkers can now auto reinforce
-Further adjusted vehicle AA performance given planes now have health and armor. Goal is to ensure unit positioning, with their new halved AA range, is just as important as any other unit for their respective role
Improved Flakvierling AA performance
Improved Crusader AA performance
Improved CWT Polsteen AA performance
Improved pintel MG performance across all factions as viable soft AA counters with slightly increased damage to aircraft, but decreased halved their range to be in line with universal AA update
-Marders was under tuned after recent suggestion
Increased accuracy by 25%
Reverted range back to 50

RGBalance GUEST TUNING INTEGRATION
-Bazookas and GrB 39s no longer require initial weapon reload when deployed

US Forces
-Decreased Grenade Package research cost to 20 fuel from 25
-Scouts are under tuned at the moment with little late game viability
Smoke Grenade recharge time reverted to 120s from 180
Flare range reverted to 50 from 40. Applies to Scouts and Pathfinders
Scout build time to 30 from 33

UKF Forces
-4.2in Mortar cost to 420mp/10fu from 440mp

Wehrmacht
-Jager further tuned
Upgrade now gives 2 weaker Panzerschreck (160 split between the two), to reduce the squad’s anti-infantry damage while maintaining their potency against vehicles

DAK
-Panzergrenadier further adjusted
Weapon profile updated for more optimal long range combat
-Flammpanzer 3 now affected by the self-repair passive upgrade

GAME FIXES
-Fixed detect mines toggle missing on sappers (was overlapped by breach)
-Grenadier’s merge ability can no longer apply to retreating units
-Added missing towing to DAK medical truck

17 Apr 2023, 20:50 PM
#15
avatar of aerafield

Posts: 3001 | Subs: 3

CoH3 life would be good if this mod would just be the official patchnotes from Relic
18 Apr 2023, 14:52 PM
#16
avatar of Vipper

Posts: 13477 | Subs: 1

"GENERAL
-Reinforcement mechanic has been further adjusted
Can only be reinforced in friendly territory now on top of being out of combat and out of range from enemy units
Recrew team weapons ability now has same restrictions as new reinforcement behavior
Wehrmacht Medical Bunkers can now auto reinforce"

My suggestion for reinforcement mechanics would be some of the following:

increase reinforcement time for all units so that it take longer to reinforce than die add an aura in base that provides reinforcement speed.

Medic truck (possibly bunkers) heal slower or heal only passenger or require ability to heal

Medic truck need to set up and be locked in place to heal/reinforce

Medic truck can transport support weapons but no re-crew them

Medic truck use medic kit to heal that need to refresh from base

25 Apr 2023, 19:12 PM
#17
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

update:


reBALANCE Tuning Pack updated after the last balance patch.

They reverted most changes that have been affected by 1.1.14 Balance Patch, but mantain other balance changes.


https://steamcommunity.com/sharedfiles/filedetails/?id=2958174636
5 May 2023, 22:13 PM
#18
avatar of nigo
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Posts: 2238 | Subs: 15

Latest Update 5/5/23

GENERAL
- Standardize ultra light vehicle camo detection range
Increase Dingo’s range to 4 from 1
Decrease Kettenkard’s range to 4 from 15
Decrease 221’s range to 4 from 15
- Increase Scout and Pioneer squad sizes to 4 from 3 to increase survivability, offensive power increase is minimal
- Decrease target size of Snipers back to 1.33 from 1.5
- Remove deflection damage to Boys and Panzerbuchse 39, but increased ROF, and increased max penetration by 10% to compensate for decreased DPS due to change
- Fix typos and missing effectiveness info for call in abilities descriptions for the M4A3E8 Sherman Combat Group, Panzer IV Command Tank SD.KFZ. 161/1, Fragmentation Bombs, Commando Section Paradrop, Guastatori Squad, Fallschirmjager Squad Paradrop, Fallschirmpioneer Squad Paradrop, and Luftwaffe Combat Group

US Forces
- Add sprint to Scouts to improve unit effectiveness and late game utility
- Increase SSF Commandos health to 110 to keep in line with elite infantry health
- Increase Sherman Bulldozer base range to 40 from 35 to kite AT Infantry more effectively

British Forces
- Gated Boys and Bren upgrades behind T2
- Decrease cost of Bren LMG to 75 from 100
- Increase Centaur base range to 40 from 35 to kite AT Infantry more effectively

DAK
- Add fast capture to Bersaglieri to replace Vet 1 ability

Wehrmacht
- Decrease reload time of Stummel from 5 to 4 to improve upgrade desirability
- Increase Stoßtruppen’s STGs ready aim time from 0.5 to 0.25 to improve upgrade desirability
- Revert fuel costs of Panzer IV to 90 from 100 to match medium tank price to performance ratio
- Increase Brummbar base range to 40 from 30 to kite AT Infantry more effectively



POTENTIAL FUTURE CHANGES
- Add breach ability to all units armed with grenades to increase utility and usage
- Add gun traversal to assault guns and TDs so they’re flankable
- Fix AOE damage to HMGs when occupying a building as it destroys the weapon earlier than the crew
- Fix Flare duration to match the lifetime of the flare model and sight
- Remove on the move repair with the USF Field Repairs ability
- Fix pintle MGs firing beyond their set range
6 May 2023, 00:37 AM
#19
avatar of WAAAGH2000

Posts: 730

Nice change,NERF Panzerschreck and give 2 of them is good change.Also increase Wehr Pioneer squad size is good idea.But any idea or plan BUFF some Tech Upgrade like Wehrmacht Veteran upgrade or DAK Veteran Squad leader?
6 May 2023, 01:47 AM
#20
avatar of donofsandiego

Posts: 1330

jump backJump back to quoted post5 May 2023, 22:13 PMnigo

- Remove deflection damage to Boys and Panzerbuchse 39, but increased ROF, and increased max penetration by 10% to compensate for decreased DPS due to change


Some dude in my discord or maybe a steam thread was saying that this should be done. My question is why? Why would you turn the AT upgrade completely useless? In CoH 2, literally every infantry AT weapon does deflection damage, but it's especially important for AT rifles because their penetration is complete shit.

This is basically just removing the AT rifle upgrade from team games completely. Hell, this might even make AT rifles useless in smaller gamemodes too because this literally obsoletes AT rifles once medium tanks come out. Why would you *EVER* give your infantry this upgrade now? To fight off a couple light vehicles in the early game? You're basically just setting a timer before your infantry squad is effectively deleted off the map because it's worthless.
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