251 flares reveal a much wider area than normal mortar flares, they're the same as OKW's spec ops flares after all.
That said, the ability could do with a cost reduction, because it requires a 251 and it can be only used in a limited range around it compared to off-map flares. I was thinking a reduction to around 40-50 muni, 30 would be too low imo.
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Thread: On map flaresYesterday, 17:38 PM
Thread: So...my Tiger kept bouncing against a KV-129 Sep 2020, 19:12 PM
29 Sep 2020, 18:24 PMSander93
Prolonged engagement is the keyword there.
Hard to keep the 50 range Stug in a prolonged engagement, unless you really commit to killing the tank, because it's easier for supportive units to get in range against it.
OKW's JP4 is the hardest to use. It has bad mobility and low pen, which are contradictory to each other and make it more defensively oriented than other TD's.
Axis TD's aren't really worse, but definitely harder to use effectively. There's of course the Panther as alternative, which makes up for the weaknesses and hard-to-use-ness of Axis TD's with high mobility and durability, but with the same firepower and much higher resource and pop requirement that can make it hard to fit in.
Thread: So...my Tiger kept bouncing against a KV-129 Sep 2020, 17:57 PM
29 Sep 2020, 15:57 PMSander93
The Su-85 is definitely ahead of the pack, all the other tank destroyers are quite similar in performance (not taking into account accuracy, cause scatter hits are difficult to include):
Unvetted - best to worst
Vet 0 SU85
7/(220/300)*5.65 = 53.93
Vet 0 JP4
7/(170/289)*5 = 59.5
Vet 0 Stug
7/(170/289)*5.25 = 62.48
Vet 0 Jackson
7/(220/300)*6.55 = 62.5
Vetted - best to worst
Vet 3 SU85
7/(286/300)*4.75 = 34.88
Vet 3 Jackson
7/(286/300)*5.054 = 37.1
Vet 3 Stug
7/(170/289)*3.4 = 40.46
Vet 5 JP4
7/(170/289)*3.523 = 41.92
What mainly benefits Allied tank destroyers is that they're more reliable when taking potshots. Most tank fights aren't a stand-off, but taking one shot to scare the opponent's tank away, which especially vetted Allied tank destroyers are good at because of their penetration. The flipside is that Axis TD's are more effective at taking on mediums, where penetration doesn't matter, but reload speed does.
The SU85 has focused sight, The Jackson has the highest mobility and a turret, the Stug has low cost but lacks range and the JP4 has good armor and vet 2 HP. I'd say focused sight and high mobility are the more useful attributes when fighting against heavy armor.
Anyway, it's closer than I thought, so let me revise my previous post to something more constructive: the KV1 with 2 armor bulletins is a good deal for Tiger durability at comparitively low cost, especially cause the SU-85 can make up for the lack of AT the KV-1 has.
Thread: So...my Tiger kept bouncing against a KV-129 Sep 2020, 15:06 PM
Wait until the soviet player equips both armor bulletins for the KV-1, at that point it's about as survivable as a Tiger, except it's up against Stugs and JP4's instead of SU85's and Jacksons.
Thread: Sander's personal balance changes24 Sep 2020, 11:30 AM
24 Sep 2020, 09:28 AMAarotron
You get me wrong, NKVD has the Commissar with propaganda artillery at vet 1, Conscript Support would have the Commissar with smoke barrage at vet 1. Makes more sense for the doctrine's name and theme.
Incendiary barrage is an ability of the doctrine itself.
Thread: Sander's personal balance changes21 Sep 2020, 14:28 PM
I think Shell Shock penetration should get increased with this change, maybe +50%.
50/50 about this. With this change you could just swap out the medic crew inside the Ambu with Rear Echelons and have risk-free frontline healing. Or you could simply never use the Ambulance and jump out because they'd both have the same healing anyway (Medic squad wouldn't increase reinforcement radius though). On the other hand, it wouldn't impact things that much and base diving Ambulances is kinda cheesy anyway.
Could also increase reload time of the Pack Howitzer when autofiring instead. Currently the stats suggest its time between shells is even shorter than Ostheer's 81mm Mortar when you add reload + wind up + wind down together (9.5 seconds vs 10 seconds). For reference, the 120mm mortar's autofiring time between shells is 12.4.
Rear Echelon Grenade Launcher (Urban Assault)
I like this change, but it shouldn't be mutually exclusive with the sweeper, otherwise it's either only used for cheese or too niche. Maybe make the Riflenade launcher upgrade cost 30 munitions and each riflenade you fire 10-15 munitions. It should of course still take up a weapon slot so the squad can only carry 1 Zook.
Thread: Sander's personal balance changes21 Sep 2020, 13:56 PM
Instead of the cost increase, I'd remove their 25% capping bonus. This would slow down AEC timing a bit so there's a slightly longer time window to bully sections with light vehicles (221, 222, FHT) and Snipers, especially if the UKF player gave up additional capping power by going UC.
I don't see the point of the Medic squad. I'd prefer seeing the Forward Assembly's cost reduced from 200 to 150 mp and its medic upgrade from 60 to 45 munitions or a base medic upgrade being added to UKF's HQ for 200 manpower.
Lend Lease Assault
Instead of adding more skillplanes, I'd prefer seeing the 155mm barrage removed from the WC51 and moved to this commander. USF Mechanized is already stacked with strong abilities and units.
Otherwise, maybe add a single pass Rocket Strafe like in Soviet Airborne, but with a P-47 so it fits with the Lend Lease theme. There's a potentially strong combo with the AEC's stun shot.
Thread: Sander's personal balance changes21 Sep 2020, 13:29 PM
HM-38 120mm mortar
Its current population cost is 9. The 10 pop was from back when it had 6 crew members, this is still displayed incorrectly in-game.
The cost reduction is maybe a bit too much, but in any case it should have flares unlocked at vet 0 instead of vet 1, like the 82mm. Currently it's hard to justify getting it over the 82mm if you just want to use smoke and flares, because of the vet 1 requirement and slower responsiveness (besides obviously the higher pop and cost).
Same as my thoughts on Relief Infantry, altough it makes a bit more sense for Soviets. Anyway, I'd just replace the ability with the Commissar squad for both commanders that have Rapid Conscription, but maybe with a special flavor for each of them:
- Some of the activation voice lines of Rapid Conscription moved to the Commissar's "Hold the Line", "Not One Step Back" and new "Rapid Conscription" abilities (they fit quite well).
Conscript Support Tactics:
- Instead of Propaganda Artillery, the Commissar squad can order a smoke barrage.
- Free ability, same as Ostheer's Artillery Officer.
Soviet Reserve Army
- Instead of Propaganda Artillery, the Commissar squad gets the Rapid Conscription ability; the Commissar designates an infantry unit that will have its manpower losses replenished by Command.
- Select a nearby squad, for each casualty this squad suffers, you get refunded some manpower.
- Costs 35 munitions.
- Strong synergy with merging and the Commissar's combat buffs (maybe the latter should be mutually exclusive).
Thread: Sander's personal balance changes21 Sep 2020, 12:29 PM
T1 / BP1 adjustments
This could work to make Panzergrenadier rush strats less potent, but also streamlines Ostheer's teching even further. I also think it's just Osttruppen builds that are the issue, not Assault Grenadiers or the Jaeger Infantry T1 skip with just Pios and MG's, which this change also nerfs.
I'd reduce the effiency of Osttruppen and effectiveness of Panzergrenadiers a bit instead:
- Osttruppen cost from 200 to 220 manpower.
- Osttruppen faust range from 18 to 15. They don't need extended faust range, because they're not nearly as vulnerable as Grenadiers against light vehicles. In addition, you should have so many tellers with Osttruppen builds, that light vehicles aren't much of an issue.
- Remove Panzergrenadier's split up veterancy. RA reduction at vet 2 only and accuracy bonus at vet 3 only. The timing change was enough to make them really strong, the veterancy change on top of that makes them OP.
I'd also like to see the extra range on the bundle nade with veterancy removed, as well as on the light gammon bomb, it's really cancerous. Osttruppen should scale a little bit better by changing the accuracy modifier on their T4 lmg from x0.5 to x0.75 or by letting their lmg have better accuracy in cover.
Field First Aid (Grenadier and Pioneer veterancy 1 ability)
Make this a veterancy 3 bonus. 10 munitions would be too cost-effective in the early game, but perfectly fine in the mid/late game.
I'm 50/50 about this. It does make Tellers less impactful when they're placed aggressively, but forces Ostheer to make a 222 even more to finish of strangled vehicles. Also, a Stuart crew would just be able to hop out and crit repair the engine damage.
I'd cripple the light vehicle even further:
- Cost reduced from 50 munitions to 40 munitions
- Damage from 400 to 320
- Now guarantees a heavy engine damage critical and main gun destroyed on light vehicles
Now USF only has a 50/50 chance for an easy escape, because only 1 crit can be repaired.
Veteran Squad Leader (German Infantry)
I think VSL Grens are only too strong early on, but not that strong once Allied infantry is fully kitted out. The G43 changes sound too complicated and impactful (CP reduction is cool though). I'd do the following instead:
- Now get an additional -5% RA at veterancy 3.
- RA bonus reduced from -10% to -5%.
- Now get an additional -5% RA bonus.
This would be a slight buff for LMG Grenadiers, a modest buff for G43 Grenadiers and VSL Grenadiers would start a bit weaker, but have the same performance as in the current patch once they reach vet 3. You could nerf VSL Grens a bit further by reducing the cooldown bonus if necessary.
Would be great if this got extended to all YOLO smoke (besides OKW Flak HT). It would also be great if all snares would be able to target vehicles inside of smoke instead of just AT nades. It's infuriating if you can't snare a vehicle in range because it popped smoke: https://www.twitch.tv/pauladsic/clip/UnusualHotPhoneOneHand?filter=clips&range=all&sort=time
This still sounds too situational to be worth it, unless it would be made very cheap but with a very long cooldown. I like abilities that are situational, but it shouldn't be necessary to pull out a calculator during a match to check if using an ability is worth its cost.
I'd change the ability to do the following:
- CP cost reduced from 6 to 3.
- If you lose an infantry squad (Pioneer, Grenadier, Panzergrenadier) during the ability duration, it will be replaced with an Osttruppen squad (limited to 1 per use).
- Ability duration reduced from 60 to 30 seconds.
- Cost reduced from 90 to 70 munitions.
- Osttruppen squad has the ability to make sandbags (not wires or trenches) and starts with vet 1, so it's not completely useless at the time it arrives.
Yes, it compensates misplays, but it would at least be useful. You'd use it if you're sure a squad is about to get wiped; for example, if your retreating Grenadier squad has 1 model left and you see Shocktroopers on your retreat path.
Another option would be replacing Relief Infantry with a call-in Osttruppen squad that carries AT-rifles and has special AT abilities. Maybe not for Lightning War, but it would be cool for Festung Support, which is currently a very lackluster commander.
Thread: Sander's personal balance changes21 Sep 2020, 11:25 AM
I like 90% of the suggestions in your updated changes list, but there are some things I disagree with or have a different take on. I've played all 1v1 faction match-ups in the past few weeks, instead of just those including Wehrmacht, so I feel I can have a decent opinion about most of the changes.
Flak HT 251/17
The Flak HT is already very popular in 1v1, just check recent OKW matches here and you'Il see the majority of matches include it: https://www.youtube.com/c/Propagandacast/videos. Making it harder to dive by increasing its penetration is fine, but I don't agree with lowering veterancy requirements and letting it reach its extremely potent vet 2 bonus earlier.
It can really shut down infantry play hard, with the ability to suppress even infantry in green cover quickly. Especially Soviets have a hard time against it, because there's a 2-3 minute window before the T70 where only an AT gun can force it away, which can only be in one place at a time. Handheld AT, snares and mines don't really work against this kind of vehicle. It's harder to use against UKF because of the AEC, but if the AEC's starting damage gets reduced like you suggested, this should become easier.
The King Tiger is already really potent against an opponent that is less than perfectly prepared. It didn't get its AoE buffs partially reverted like most other heavies, so has some of the best AI of all heavies. For what it requires your opponent to get to counter it, I think 23 pop is fine.
You can get the following 100 pop army with a King Tiger:
- 4 STG volks
- 1 Sturmpioneer
- 1 MG
- 2 Raketens
- 1 le.IG
- 1 P4 J
- 1 King Tiger
Which is a strong campy build against any non-popcap-abusing allied army composition, except it lacks a light vehicle, which you could maybe swap out a team weapon or Volk for if you kept it alive.
Opel Blitz truck
I don't see much of an issue in using it as a frontline unit. Compared to a 251, it's less mobile, has less hp, no back-up healing in base (if you went Mechanized) and has slower and clunkier healing (AoE though, also clunkier is a bit imo). I don't think I've ever seen it used on higher levels, but would like to see a replay/cast if there is, be it 1v1 or 2v2, out of interest, not scepticism.
Artillery Flares (Special Operations)
Sounds like a useless ability. OKW already has the Uhu and Puma for "frontline" sight. In addition, the Command Panther has 50 sight and gives nearby vehicles +15 sight in an 80 range radius, which stacks with both the Puma and Uhu. It would also change the role of the ability allot. In any case it would be fun to see an Uhu with 142.5 sight though, that's even higher than the old vet 2 222 + spotting scope combo.
Here's my rework idea:
- Allow all medium/heavy tanks to order Artillery flares, similar to the Mobile Observation post 251.
- Because of reduced flexibility (requires a tank and has limited call-in range) price is reduced from 60 to 50 munitions.
105mm Howitzer Barrage (Scavenge)
IIRC it works like this last time I checked: normal amount of shells at 180 munitions, 5 more shells at 300 munitions, 5 more at 400 munitions, 5 more at 500 munitions, 5 more at 600 munitions (where it's capped). What the ability guide says is not correct.
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