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russian armor

Spring update from design point of view.

26 Apr 2018, 15:39 PM
#41
avatar of Katitof

Posts: 17886 | Subs: 8

Conscripts nagat....
Long range weapon....

Will you ever start using anything else then your own closed definition of bolt action rifle and understand that veterancy and weapon profile rework which happened within first 6 months of release actually... happened?

Conscripts nagat is as much a long range weapon as T34 is sniper tank in armor engagements.
28 Apr 2018, 12:03 PM
#42
avatar of Vipper

Posts: 13476 | Subs: 1

Now that we have established that nagat is long range weapon movign on.


SU-76
The SU-76 is having its range penetration reduced and accuracy increased. This will make the SU-76 more suited towards countering light and medium vehicles, but less effective against heavy tanks.
• Penetration reduced to 200 / 160 / 140
• Accuracy increased from 0.05/0.035/0.025 to 0.06/0.05/0.04


The unit has very XP value and thus it vet too fast. The XP value of the unit need to go up.

In addition make barrage the vet 1 ability instead of tracking.

In order to make it better vs fast moving vehicles give the main gun a small firing angle (5 degrees?)

The accuracy buff is too high especially combined with the X130% accuracy buff at vet 2. Generally vet bonuses have to be looked at if the base state are changed allot.

In this case either reduce the basic accuracy or replace the accuracy buff.

It also seems the barrage get very powerful with veterancy gaining -25% recharge/116.7% damage/111.1% range.


SU-85
Focused Sight Ability
• Sight activation bonus applies with a delay of 5 seconds
• Speed penalties remain for 5 seconds after deactivation


The combination of tracking and Focused sight is simply OP. I would suggested making focused sight the vet 1 ability (or removing tracking) and make the ability scale with veterancy. Maybe stat with less sight that increases with vet and penalties that reduced again with vet. Finally the ability could be timed instead of toggle.


PTRS (all variants)
We are lowering the PTRS’ deflection damage to reduce their impact against heavy armoured vehicles when attacking from the front.
• Deflection damage reduced from 20 to 10


In addition I would suggest that AI is reduced to Penal levels. Then their could be a timed ability for Guards and Tank hunter Tommies that give this weapon AI.
28 Apr 2018, 13:17 PM
#43
avatar of Vipper

Posts: 13476 | Subs: 1

Guards
Guards are having their timing adjusted through a CP increase due to their over effectiveness against a wide range of targets at the time they hit the field; their population is also being increased to match other elite squads.
• Popcap from 8 to 9
• CP requirements from 2 to 3

The increase is CP can be avoided.
Imo current issues with the unit are that PTRS high AI (that can be limited with a timed ability or toggle mode) and the vet 1 ability.

"Hit the dirt" is problematic ability that is baldy designed. First it has the same name as the conscripts abilities and looks the same while it works differently. A defensive ability is given to an offensive infantry (ppsh conscripts) and a offensive ability in defensive infantry guards.

The ability is also one of the most powerful vet 1 abilities increasing the DPS considerably.
Mosin get around 106%-117% DPS while DPs 121%-110%. In addition PTRS get 42.5 range!.

It would be far better if the abilities work the same way becoming defensive abilities and timed not toggle.


IL-2 Loiter
The IL-2 Attack Loiter is having its damage reduced to lessen its ability to wipe infantry squads at full health.
• Damage from 5 to 3
• Loiter time for each plane reduced by 3 seconds


Loiter planes remain inconstant imo if they become harder to shoot down but suffer "suppression" type penalties when under fire they be allot better. The AA performance of units also need to be looked at the quad can shoot loiter planes at first pass while other struggle.


Tank Hunters Doctrine
To help make this commander applicable in a larger variety of situations, the following change has been made.
• Replaced ML-20 with B4

AI unities like howitzer should not be available to commander that are thematically AT. The commander already has AI bonus in tanks that camo and the bombing run can kill infantry.

The ability can be replaced by thing like:
5CP Conscript Repair Kit
2CP Recon Overflight
7CP Vehicle Crew Repair Training
2CP Tank Traps
2CP M-42 45mm light AT gun
4CP Allied supply Drop
4CP Armored Vehicle Detection
or even return the scavenger ability.

In addition from a desing point of view it would probably be better if the AT upgrade was moved to Penals from conscripts.
28 Apr 2018, 14:59 PM
#44
avatar of RollingStone

Posts: 173

I wouldnt agree with previous comment at least on one point: about "tank-hunters" commander, especially with introduced changes.
You see,
1)this commander already have a lot of low-CP abilities, like Mines, AT-cons package, and so on, so there is no need in others.
2)You already can get armor detection with AT-packadge, so there is no need in that one
3) Veichle repair trainings or cons repair kit doesnt really fit with concept of "tank hunting". Why should we call in tanks and repair them, if we are actually hunting them?
4)Tank traps are extremely underutilized - in around 120 h. of gameplay i haven't seen anyone using them, exept ONE time. However, at the same time they rather useless, taking a lot of time to construct and providing green cover for 3-4 models on one side only, when in conscript-version of sandbags you got enough place to squeeze in at least 8 models.
5)supply drop and recon aircraft for me still doesnt really fit into doctrine.

However, it would be great if they would return that "Skavenge" package for pios, or implement some sort of M-42 AT-gun dropoff, like in american Paratroopers doctrine.
As long as it seems for now, ML-20 is long to construct and doesnt really pays off well, while B-4 is pushing you to to more risky, but at the same time, more achieving stratagies. With it you cant just bombard enemy lines, waiting for those PZ-4 hordes to steamroll over your defences, you are actually "hunting" for these tanks.
28 Apr 2018, 15:22 PM
#45
avatar of Vipper

Posts: 13476 | Subs: 1

I wouldnt agree with previous comment at least on one point: about "tank-hunters" commander, especially with introduced changes.
You see,
1)this commander already have a lot of low-CP abilities, like Mines, AT-cons package, and so on, so there is no need in others.
...


Actually tank ambush should be a higher CP ability.

AT mines could be merged into 1 ability with tank traps.

Tank traps are not their to provide cover but to slow down tanks make them turn and expose their vulnerable rear/side armor.

Armor detection should not come with PTRS the bonuses of the PTRS are simply too many, camo, AT grenade assault, first strike bonus, armor detection. The upgrade is simply one of the most cost efficient upgrades on a cheap infantry to begin with. (That is why I suggested moving the upgrade to Penals). The unit feel allot more "elite" than "low trained conscripts".
29 Apr 2018, 10:38 AM
#46
avatar of Vipper

Posts: 13476 | Subs: 1

Volksgrenadiers
Flame Grenade
• Now requires any completed HQ building

Making requirement require a set up truck is bad design. Placing truck is map depended. increase Truck fuel cost if you want to delay these abilities or make this abilities have a side tech cost. Light vehicles are very effective vs OKW because faust comes late.
(actually replacing the DOT grenades in all mainline infantry with fragmentation grenades would be allot better)


Sturmpioneers
Concussion grenades have been adjusted to be less lethal; their main value will be their ability stun squads.
• Stun Grenade damage reduced from 20 to 5

Same as Ostheer grenades. Rename to "concussion grenades" give extra damage vs heavy cover/garrison


Sturmtiger
• Stun duration reduced from 5 secs to 3 secs

Redesign the unit to be less lethal and have more utility.

Smaller kill radius, extra damage vs building/emplacements, stun/suppress vs infantry, stun/critical damage vs vehicles (gunner injured, driver injured,...)

Panzer II Luchs
The Luchs is having its build time reduced to give the unit more shock value upon arrival and to increase its window of opportunity.
• Build time reduced from 75 to 60

Normalize the gun of the unit to be inline either with 222 or with Centaur. Lower the penalty vs light vehicles the unit needs around 3 burst to kill a M3.

SdKfz 251/17 Flak Halftrack
The 251 flak is having its suppression reduced to prevent it from instant-pinning squads; smoke cost has also been increased to make escaping danger more costly.
• Suppression reduced from 0.3 to 0.15
• Concealment smoke increased from to 25/15 to 35/25 (vet 0/1


Give the unit 2 mode one that does damage with no suppression one with suppression and less damage.
2 May 2018, 11:13 AM
#47
avatar of Vipper

Posts: 13476 | Subs: 1

Bren Mk. II Light Machine Gun
Bren Guns are being adjusted to be less potent at range, though their price is being reduced to match their new performance.
• Sappers now use Tommy Bren Gun on pick up
• Cost from 60 to 45
• Accuracy reduced from 0.575/0.518/0.46 to 0.575/0.4144/0.391
• Mid range reduced from 28 to 25


Having auxiliary troops and mainline infantry using the same while having elite using a better version is bad design.

Either make all elite infantry pick a better version of weapons and all auxiliary a lesser or have bonuses and penalties allied to squad simplifying the mechanism across all units. Applying different mechanisms in different units for the same affect only complicates things without any real benefit.

2 brens on commandos are simply OP especially compared to the ober lmg with a cost of 80mu. (Almost 170% more effective)

Since RO can still equip 1-2 Vickers K and bren I would suggest to redesign the weapon to be closer to an assault rifle than a hmg. Allow it to fire on the move so the help UKF infantry in their weak spot and leave -K as the LMG.

Sappers
The Heavy Sapper upgrade is having its price reduced to better reflect its price.
• Sapper Heavy Sapper upgrade munition cost reduced from 70 to 60


Redesign the ability into option, one will increase the repair speed and one will increase their fighting skills without the movement penalties.
3 May 2018, 10:31 AM
#48
avatar of Vipper

Posts: 13476 | Subs: 1

BOIS (BOYS)Anti-Tank Infantry Sections
The AT Infantry Section will no longer be able to purchase upgrade kits due to their existing versatility.
• Can no longer upgrade Medkits/Pyro supplies
• AT nade range from 20 to 15
• Bolster Infantry Squads no longer applies to AT Infantry Sections


Like Guards the problem start from the combination of high AI and AT. Imo making the AI on Boys rifles a timed ability would solve the issues without less issues.

The triple nerf will turn this troops into snare infantry.


Universal Carrier
The UC is having its price and armor adjusted; these changes add a choice to delay tech to field strong early-game anti-infantry but also allow small-arms to penetrate the vehicle more frequently, increasing counterplay.
• Hit points increased from 200 to 240 (WASP & Vickers upgrade no longer increases HP)
• Cost changed from 260MP to 200MP/10FU
• Front armor reduced from 10 to 7
• Rear armor reduced from 5 to 4.1
• WASP upgrade cost increased from 70 to 75 MU
• WASP range reduced from 32 to 30


Mu cost seems unnecessary for such a fragile unit. Imo the unit could also benefit from either better pathing or better rotation.


M3 Resupply HT
• Weapon drops (Vickers/PIATs) now require HQ research before deployment

The unit should simply be redesigned since it bypasses a number of limitation of as the single lmg per squad.


Centaur
Scatter is being increased to reduce the Centaur’s offensive capabilities and ability to wipe units, even on retreat.
• Scatter angle/distance increased from 5/2.15 to 7.5/4.15
• 20mm Strafing Fire ability now has a minimum traverse of 15 meters
• 20mm Strafing Fire ability cost reduced from 50 to 30


The unit needs a number of changes like lower armor (currently has the same armor as Cromwell), bigger Target size (currently has the old Cromwell target size) lower damage to light vehicles similar to Luch (currently rips light vehicles apart).

Finally it would be great if the mechanism of luch, 222 and Centaur main gun become the same. The current different characteristics increase complexity without any real advantage to balance.

6-pounder
The 6-pounder is having its bonus against heavy vehicles removed; it will still be capable of reliably striking light vehicles, but will no longer have a guaranteed chance to hit tanks.
• 50% accuracy bonus now only applies to light vehicles


The accuracy bonus mechanism should either be removed or expanded to other weapon also like M42.

In addition it could be expanded to TDs. TDs could have their accuracy reduced and have bonus accuracy vs specific targets like SU-76 could have bonus light vehicles/medium tanks, Panther/FF/M36/SU-85 could have bonus accuracy vs Super heavies.
6 May 2018, 10:46 AM
#49
avatar of Vipper

Posts: 13476 | Subs: 1

To improve counter play vs the .50 cal mortar, sprint is being removed from veterancy 1.
M2hb .50cal Heavy Machine Gun Team
• Sprint veteran ability removed
• Suppression reduced from .00006 to 0.00054
• Veterancy 1 increases suppression by multiplier of 1.1

The removal of sprint as vet 1 ability should also apply to Dshk.

In addition "load armor piercing rounds" is too powerful for a vet 0 ability. It should be changed to work as Dshk "armor piercing round" and not us the HMG-42.

If the weapon need more penetration that should come via veterancy making the "armor piercing rounds" add penetration with veterancy.


Jackson
We are removing the M36’s extra sight bonuses and slightly reducing its range. The Jackson will still be an effective tank destroyer due to its high mobility, penetration and damage.
• Range reduced from 60 to 55
• Sight reduced from 40 to 35
• Vet 2 sight bonus removed


Removing vet bonuses should be avoided since the unit's performance should justify the new XP value. It should be replaced with something else.
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