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russian armor

suggestion for the balance patch.

24 Sep 2019, 06:33 AM
#1
avatar of cheese tonkatsu

Posts: 90

0. okw medic kit(reuqire vet 1 strumpio or require tier 1 or 2)
Toooooooo cost effective and Toooooo un balances healing mechanic for early stage.

1. jli(1>2 or 3cp)(remove first strike bonus or cover ignore shots. not the both)
i think it is proper cuz it is 4 men snipe sqaud which can win obers so it should come out later.

2. falls(2>3cp)(remove or movefirst strike bouns to vet4)(change falls faust to volks one)
falls faust to volks one to nerf its range to give light vehicles to do some work in early game. and its own dps is too high. i think luchs falls combo is unbeatable for now. especailly against ukf.

3.250 with pzgren(2>3 or 4cp)(require 1 or 2tier)
it comes out too early. shoud slow it down.

4. pzgren (require 1 or 2 tier, produced at hq)
to prevent non-tier play like ost-mg-pzgren or assgren+mg+pzgren.

5. assgren (produced at hq)(require tier 1 or 2 for sprint)(require tier3 or 4 for 6men)
to slow down its timing with mg. To give cahnce for well covered infantry to fight back agisnt assgren in first engagement.

6. ostwind
plz slow down its shooting speed or moving speed.

7. ostheer officer(35 munition for smoke srop)
it is free. it is hardly used unit but isn't fair.

8. Tiger ace(only 1 ace can be produced)
Why do you call it The tiger acr if you can make it over and over?

9. ligel mine(make 222 can plant it too)
making both ostheer light vehis 222 and 251 plant it can make ligels be used.

10. overwatch cas(reduce planes number to 2)
Too many planes

11. svt drop(1>2cp)(increase munition to 60)
cons become too cost effective

12. dshk drop(increase mp)
a bit cost effective

13. airbone and para cas(increase munition)
too cost effective

14. ptrs cons at nade(make it don't stop when initiated)
was shocked by seeing it is cancelled by smoke.

15. rifleman(roll back)

16. stuart(gun dmg from 80 to 120)

17. aa halftruck(vet3 hp bouns> vet1)
to increase its survivallity.

18. paratroopers(give camo when equped bazookas)
like ir paras.

19. tommies (roll back weapon or unit size)
or roll back vickers or uc. or buff sniper shooting speed.

20. commet(buff accuracy)reduce fuel cost from 185 to 160)(buff white phropous shell range to 50)

21. firfly(buff moving acc and reolad or penetration or dmg)

22. bofors(roll back)

tbh i think roll backing suppression calculation will fix lots of balance problem. and i know you won't.
24 Sep 2019, 07:02 AM
#2
avatar of gbem

Posts: 1380

Include buffing the maxim to an actual machinegun... the maxim has been too bad for too long
24 Sep 2019, 07:07 AM
#3
avatar of Kaiseric

Posts: 11

most of your list (90%) is nerf axis faction. hmm.
24 Sep 2019, 07:12 AM
#4
avatar of gbem

Posts: 1380

most of your list (90%) is nerf axis faction. hmm.


Apparent deficiency in reading comprehension? Check
Axis/german name? Check
Axis biased post? Check
24 Sep 2019, 08:26 AM
#5
avatar of blvckdream

Posts: 2176 | Subs: 1


18. paratroopers(give camo when equped bazookas)
like ir paras.



Disagree with 18, that would be too OP. 3 elite zooks + camo + 6 man. No Thanks.

Stuart should stay at 80 too.

Agree with the rest.

24 Sep 2019, 09:34 AM
#6
avatar of Aarotron

Posts: 459

Yeah lets just make stuart casually pop 251 and 222 in 2 hits. Okw health imo is good as it allows you go sctually use diffirent tier without being entirely punished for not going med hq every single time.
24 Sep 2019, 09:36 AM
#7
avatar of gbem

Posts: 1380

Yeah lets just make stuart casually pop 251 and 222 in 2 hits. Okw health imo is good as it allows you go sctually use diffirent tier without being entirely punished for not going med hq every single time.


And now the majority avoid the medhq because rushing mech + medkits is much more cost effective
24 Sep 2019, 09:37 AM
#8
avatar of blvckdream

Posts: 2176 | Subs: 1

Yeah lets just make stuart casually pop 251 and 222 in 2 hits. Okw health imo is good as it allows you go sctually use diffirent tier without being entirely punished for not going med hq every single time.


I think he suggested this mainly because of how hard the Puma counters the Stuart. Stuart is already very good vs Ost T2.
24 Sep 2019, 10:13 AM
#9
avatar of CombCrab

Posts: 50

3 or 4 cp for 250 with pgrens would make it irrelevant again, the whole point of it is to come early, you will have snares by 2cp(maybe not if you are usf) and access to a light vehicle or AT gun, so I don't think it's much of a problem.

Don't see a reason to nerf the ostwind, lower fire rate could make it undesirable again and lower speed would diminish its advantage, when compared to centaur.

The riflemen don't need a rollback imo

Svt40s could stand to be available at cp2, like g43, ppsh41, but I don't think they need to be 60 muni.

I don't think that bofors should get a rollback, but perhaps a tweak.

The arty officer nerf is not needed imo.

Falls at 3cps will become undesirable again most likely. They just need a couple of adjustments, like getting rid of Faust imo.

222 shouldn't get the riegel imo. Riegel is amazing in late game, 222 isn't really all that useful in late game anyway, so this change would just give 222 a teller to delete lights.

Don't think that the aa half track should get the bonus at vet1, when it's faced with mostly AT guns.

Ptrs cons not getting their throw cancelled could be fine, but not 100% sure, they might need a slight range reduction so that it's similar to penal satchel.


24 Sep 2019, 10:24 AM
#10
avatar of Vipper

Posts: 8836 | Subs: 1

3 or 4 cp for 250 with pgrens would make it irrelevant again, the whole point of it is to come early, you will have snares by 2cp(maybe not if you are usf) and access to a light vehicle or AT gun, so I don't think it's much of a problem.
...

With the changes both 250 call-in is simply UP. Both the 250 (infatry commander) and PG are available earlier and come separately.

My suggestion would be to either replace 250/pg with the infatry 250 version of some other ability and the 250/gren with 250 carrying 6 men engineer from TOW.

Both abilities are currently UP.
24 Sep 2019, 10:33 AM
#11
avatar of Katitof

Posts: 15714 | Subs: 7

So you've corrected my nomenclature and grammar.

The point still stands uncontested.
24 Sep 2019, 10:39 AM
#12
avatar of Vipper

Posts: 8836 | Subs: 1

jump backJump back to quoted post24 Sep 2019, 10:33 AMKatitof
So you've corrected my nomenclature and grammar.

The point still stands uncontested.

No I corrected you on facts.

Airdrop guards come with SVT not Mosins and are allot more lethal than stormtroopers and Inf. commandos at spawn. Not only they ready to kill retreating squads but the can also steal team weapons.

Infl. Commandos come with 3 member and can reinforce to 5.

My advice if you want to correct someone else try to get your facts right...
24 Sep 2019, 10:44 AM
#13
avatar of Katitof

Posts: 15714 | Subs: 7

jump backJump back to quoted post24 Sep 2019, 10:39 AMVipper

No I corrected you on facts.

Airdrop guards come with SVT not Mosins and are allot more lethal than stormtroopers and Inf. commandos at spawn. Not only they ready to kill retreating squads but the can also steal team weapons.

And its still comparable mid to long range.
(also, storms start with 4 models too, they can steal weapons just as fine)

Infl. Commandos come with 3 member and can reinforce to 5.

My advice if you want to correct someone else try to get your facts right...

That's irrelevant, what's relevant is, they start off crippled because they have no animation for any rifles, so same solution couldn't be applied to achieve similar effect of diminished out of the gate presence.
24 Sep 2019, 10:48 AM
#14
avatar of Vipper

Posts: 8836 | Subs: 1

jump backJump back to quoted post24 Sep 2019, 10:44 AMKatitof

And its still comparable mid to long range.
(also, storms start with 4 models too, they can steal weapons just as fine)

Para Guards have more DPS at all ranges and especially on move and that makes squad wipes on retreat allot easier.

Large entity count also make stealing team weapons easier.

jump backJump back to quoted post24 Sep 2019, 10:44 AMKatitof

That's irrelevant, what's relevant is, they start off crippled because they have no animation for any rifles, so same solution couldn't be applied to achieve similar effect of diminished out of the gate presence.

Actually your comment is irrelevant the reason why is not important. Commandos come -2 entities not minus -1 as you claimed.

Advice: Play them game it will improve the quality of your post...

Now pls stop trolling and simply admit you where wrong in both cases.

Guards start with SVT and not mosin
Commandos start -2 entities

Those are facts. Now pls move on.
24 Sep 2019, 11:29 AM
#15
avatar of Infi.ESA

Posts: 28

0. okw medic kit(reuqire vet 1 strumpio or require tier 1 or 2)
Toooooooo cost effective and Toooooo un balances healing mechanic for early stage.

USF can get as 3rd unit a med truck. What is mpre unbalanced ?

1. jli(1>2 or 3cp)(remove first strike bonus or cover ignore shots. not the both)
i think it is proper cuz it is 4 men snipe sqaud which can win obers so it should come out later.

Should pathfinders also come later then

2. falls(2>3cp)(remove or movefirst strike bouns to vet4)(change falls faust to volks one)
falls faust to volks one to nerf its range to give light vehicles to do some work in early game. and its own dps is too high. i think luchs falls combo is unbeatable for now. especailly against ukf.

Falls still weak as shit without upgrade. Loose quickly vs every light vehicke or inf blob. No changes needed

3.250 with pzgren(2>3 or 4cp)(require 1 or 2tier)
it comes out too early. shoud slow it down.

They dont come to earlie, just in time to stop the blobs

4. pzgren (require 1 or 2 tier, produced at hq)
to prevent non-tier play like ost-mg-pzgren or assgren+mg+pzgren.

Then they get useless again. Yes i k ow all allied players just cant stand ther is something that could stop their blob in early game but hey rifle man hot buffed just for that

5. assgren (produced at hq)(require tier 1 or 2 for sprint)(require tier3 or 4 for 6men)
to slow down its timing with mg. To give cahnce for well covered infantry to fight back agisnt assgren in first engagement.

Nit so hard to stop assgreen spamm nowadays

6. ostwind
plz slow down its shooting speed or moving speed.

Ye lets make it a 1 hit for at guns.....

7. ostheer officer(35 munition for smoke srop)
it is free. it is hardly used unit but isn't fair.

8. Tiger ace(only 1 ace can be produced)
Why do you call it The tiger acr if you can make it over and over?

Tell the same the pershing and is-2 spammers. Obviously u dont know how long it takes to call a new one again. And 2nd tiger ace is not the wonder tank.


9. ligel mine(make 222 can plant it too)
making both ostheer light vehis 222 and 251 plant it can make ligels be used.

Nah better not

10. overwatch cas(reduce planes number to 2)
Too many planes

Reduce brit arty shells too then

11. svt drop(1>2cp)(increase munition to 60)
cons become too cost effective

Cons are ok

12. dshk drop(increase mp)
a bit cost effective

13. airbone and para cas(increase munition)
too cost effective

Something usefull wow

14. ptrs cons at nade(make it don't stop when initiated)
was shocked by seeing it is cancelled by smoke.

15. rifleman(roll back)

In 4v4 only usf rifleman blon gtw since patch, gj patch team

16. stuart(gun dmg from 80 to 120)

Lmao !!!! Ye make stuart the brother of ostwind

17. aa halftruck(vet3 hp bouns> vet1)
to increase its survivallity.

Shit is shit

18. paratroopers(give camo when equped bazookas)
like ir paras.

Seriously.....

19. tommies (roll back weapon or unit size)
or roll back vickers or uc. or buff sniper shooting speed.

Tommies op atm but whi cares

20. commet(buff accuracy)reduce fuel cost from 185 to 160)(buff white phropous shell range to 50)

Comet is good as it is now no changes needed.

21. firfly(buff moving acc and reolad or penetration or dmg)

Never ever buff more firfly. It is already the best snioing tank and thats buff eneough.

22. bofors(roll back)

tbh i think roll backing suppression calculation will fix lots of balance problem. and i know you won't.
24 Sep 2019, 11:48 AM
#16
avatar of T.R. Stormjäger

Posts: 2904 | Subs: 1

Are we just gonna ignore the fact he wants 9 Axis nerfs and 8 Allied buffs?
24 Sep 2019, 14:59 PM
#18
avatar of CombCrab

Posts: 50

Are we just gonna ignore the fact he wants 9 Axis nerfs and 8 Allied buffs?


I don't think we should really pay attention to that, I think we need to look at each suggestion and think how it would impact the game instead.
24 Sep 2019, 17:02 PM
#19
avatar of gbem

Posts: 1380

Are we just gonna ignore the fact he wants 9 Axis nerfs and 8 Allied buffs?


Uhh no...
Nerfs:
Svt
Dshk
Airborne
Rifles

Buffs:
Tommies
Comet
Firefly
Ptrscons AT nade
24 Sep 2019, 17:26 PM
#20
avatar of Jilet

Posts: 400

0. okw medic kit(reuqire vet 1 strumpio or require tier 1 or 2)
Toooooooo cost effective and Toooooo un balances healing mechanic for early stage.

It kills your weapon upgrade time and grenade throwing.


1. jli(1>2 or 3cp)(remove first strike bonus or cover ignore shots. not the both)
i think it is proper cuz it is 4 men snipe sqaud which can win obers so it should come out later.

It already has a gigantic timer on it


2. falls(2>3cp)(remove or movefirst strike bouns to vet4)(change falls faust to volks one)
falls faust to volks one to nerf its range to give light vehicles to do some work in early game. and its own dps is too high. i think luchs falls combo is unbeatable for now. especailly against ukf.

Remove faust make it 340-350 MP done.


3.250 with pzgren(2>3 or 4cp)(require 1 or 2tier)
it comes out too early. shoud slow it down.

Terrible idea. It is already overpriced.


4. pzgren (require 1 or 2 tier, produced at hq)
to prevent non-tier play like ost-mg-pzgren or assgren+mg+pzgren.

Why limit playstyles ? Since it is the only way that ostruppen can be played.


5. assgren (produced at hq)(require tier 1 or 2 for sprint)(require tier3 or 4 for 6men)
to slow down its timing with mg. To give cahnce for well covered infantry to fight back agisnt assgren in first engagement.

It already has a minimal window of opportunity to be used effectively. After 3 minute mark they are far from useful.


6. ostwind
plz slow down its shooting speed or moving speed.

For what ? To kick it back to irrelevancy again ? And make the only OST strat the P4 rush ?


7. ostheer officer(35 munition for smoke srop)
it is free. it is hardly used unit but isn't fair.

Agreed.


8. Tiger ace(only 1 ace can be produced)
Why do you call it The tiger acr if you can make it over and over?

It was like that. But there was no "Anti-Tank Overwatch" back then.


9. ligel mine(make 222 can plant it too)
making both ostheer light vehis 222 and 251 plant it can make ligels be used.

It is "Riegel" and will be absurd as hell getting your tanks that come halved in HP in every single game without any sacrifices. OST already has the strong Teller Mine.


10. overwatch cas(reduce planes number to 2)
Too many planes

Why ? Is is lagging your PC ?


11. svt drop(1>2cp)(increase munition to 60)
cons become too cost effective

Liteally the only early cons build. It adds a nice niche to SOV strategy game.


12. dshk drop(increase mp)
a bit cost effective

I guess you have never seen it before.


13. airbone and para cas(increase munition)
too cost effective

They miss way too often and it already costs a little fortune.


14. ptrs cons at nade(make it don't stop when initiated)
was shocked by seeing it is cancelled by smoke.

Agreed.


15. rifleman(roll back)

They are currently fine IMO. Why people are so whiny about them that is another issue.


16. stuart(gun dmg from 80 to 120)

So you want to 2 hit every OST LV and be toe to toe with puma with better anti infantry and A BLIND. NO.


17. aa halftruck(vet3 hp bouns> vet1)
to increase its survivallity.

It already fires on the move unlike its OKW counterpart and is quite good at its job .


18. paratroopers(give camo when equped bazookas)
like ir paras.

Actually that is a good idea IMO.


19. tommies (roll back weapon or unit size)
or roll back vickers or uc. or buff sniper shooting speed.

For what ? They were clearly overperforming and A-move bren blobs were straight up cancerous. They STILL are the toughest mainline. Did you know they are same as grens out of cover and better when inside it ?


20. commet(buff accuracy)reduce fuel cost from 185 to 160)(buff white phropous shell range to 50)

It is a panther clone which currently hits infantry like a sniper. Again terrible idea.


21. firfly(buff moving acc and reolad or penetration or dmg)

Absolute worst idea here. It already has 200 DMG. For contrast KT deals 240 damage.


22. bofors(roll back)

No more 1v1 with P4. Still strong vs infantry and lights. Still deny areas.

Agreed on some QoL type changes but mostly bad/terrible ideas.
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