IMO double GrWs (in 2v2) are way more annoying than Mortar Pit.
Personally I would make every mortar truly shit during autofire while barrage should be superior in every single way.
I made a thread before the WBP went live where I said the Ost mortar was going to be a problem. Everyone agreed I was just stupid. Maybe I am but I wasn't wrong about the mortar. Now we have this patch and I doubt that anything will change soon. The balance team seems to listen to only a few people and ignores the rest.
They should have nerfed the autofire range for all mortars and the leig.
please tatala is just crying out of his back side without even trying the patch. why would someone use su85s to take out an elefant which is a dedicated super heavy AT? thats just plain stupid.... and you want a replay taking one out without meduims?, who gives you the right to choose such dumb and biased criteria. And if you read the patch notes they have nerfed the elefant
Elefant
The changes to the Elefant will make it somewhat less efficient at countering medium armour (i.e., the Elefant’s intended counter). To compensate, and also give the Elefant (and its doctrines) more luster for 1v1 use we are increasing the AI and AT utility of the Elefant in other means.
-Damage from 320 to 280
-Now gains access to an HE barrage. The barrage can penetrate all world objects and fires with a small 20-degree arc
-Popcap increased from 20 to 23
-New Vet1 ability: Armour detection (works like Stormtrooper Vehicle Detection); TWP removed.
Okay, then. It should be very easy for you show me any replay where you killed an Elefant with mediums. Same conditions apply.
The marginal nerf to damage will be more than offset by the improved AI.
I like how you perform the very thing you judge others on.
At some level, Tatatala probably isn't wrong about this being bad for larger team games. He's completely correct about not being able to swarm JT's or Elephants in larger games. Giving the Elephant a 70 range AI capability is bad because the only way to push it off a point in larger games is to strip away the surrounding AI units and push it back with AT guns and infantry. Also, the pop cap nerf wasn't enough. If you think it was, show me a replay where you managed to kill an Elefant with two SU85'S. Replays where you killed one because someone overexposed it with no support and got it killed with a medium don't count. The Elefant should have received a straight nerf, just like the Stuart, AEC, rifles, etc, etc.
That said, this does look like a better patch for 1v1's.
Realistically, Relic won't put any more money into patches for this game. Even when they did, they often screwed up balance and the quality (in terms of bugs) was worse. The only drawback is that most of the members favor playing as Axis and certainly the most vocal ones favor that faction.
Indeed the JT double tap is annoying, and unfair, but to say the Pershing shoot through walls doesn't cause massive headaches is also unfair.
Pershings shoot very quickly and can curb stomp T3 Wehr units, assuming it doesn't sit in front of a vet 2 Stug. They also don't have to worry about reloads so a double tap is not possible but a rapid double shot is, both are gimmicky.
This is part of the USF's problem in team games. Its equivalent of T4 is normally compared to Ost T3.
Has anyone else had a problem with launching the mod with multiple players? I've tried to host games, but always have the yellow triangle that warns that not everyone has the mod or has the same version, even when we are all subscribed. Any ideas?
The 3-shell barrage and long cool down also have something to do with it not being used much. It moves slow over some terrain so is easy to wipe when retreating.
However, at vet 2 it is already really good and at vet 3 is the best moveable on-map so those bonuses definitely don't need to be buffed.
Is there any chance that T34/85 could be made non-doctrinal, and replaced by the IS2 in doctrines that currently have T34/85's? One of the things that badly unbalances team games is the difference in heavies. Both Ost and OKW can have a heavy tank and still have a good mix of other units. Soviets only have the IS2 in a few doctrines, and none of them really compares to Jaeger Armor on an open map. There are also a bunch of Tiger doctrines that are okay, even if the Tiger isn't all that great.
With the way things are currently going as we wait for GCS to chug along and waiting for the powers that be to grant us permission to begin work once again, the Balance Team has been doing some work on the side to try and work on certain issues and get them tested as we remain on stand-by.
Given that the main factions we want the others to follow are the EFA, we began working on them first and resolving their issues to see how it affects the rest of the game before we work on WFA and Brits.
Down below is a list of changes separated between Soviets and Ostheer.
Most of the changes look good on paper. It would be nice to see all call-ins to be build but short of that then the 25% penalty ok. I think the Ost Panther buff might entice some people to actually build it, and also like that T4 doesn't have to be researched. The Brummbar nerf might let anti-tank guns live long enough to do something against it.
The only thing that sticks out as questionable is the change of manpower for fuel on the ML-20 and B4. This change will probably make sure that it is never built again. The biggest problem with the ML-20 and B4 is the stuka dive bomb wiping it. The price increase on the dive bomb might help, but probably not.
The second problem with Soviet arty is the cumulative changes. The old six-shell ML-20 was great. If someone blobbed, it was only a matter of time before you could punish them severely for it. The larger AOE also meant that you could fire it into an armor charge and help blunt the charge, maybe even stop it. The new model, with more shells but a much smaller AOE is mostly just good against OKW trucks.
The ML-20 would be much better if the cost was cut from 600 to 300, the shells cut from 8 to 4 (half damage, half cost), pop-cap from 15 to 10, and a limit of 2 howitzers. Alternatively, restore the old AOE but cut the number of shells to 2 or 3. This would make them much more accessible in small game modes without buffing them into something that is game breaking.
Note that two of them would fire as many shells as one of the old ones, but cost 20 pop-cap so it kind of nerfs them in terms of damage/pop cap but I don't think too many players would complain. In fact, I bet most players would agree with this and limiting all indirect fire units to 2 each (this would require the Priest to be changed so that it can't be decrewed).