I made the previous post checking the timing on the last Grand final. We should add +2s for delay on picking commander but will make it simple for numbers sake.
Just a fyi, but the initial cooldown happens before the commander is picked.
The 1st Osttruppen arrives at 0:35 but since it's a call in, with no build time, it stills fields before the 2nd Rifle finish building (RET + Rifle vs Pio + MG + Ostt).
The biggest delay is on the 2nd Ostt which indeeds arrive 20s later as you float around 90mp. But then it would still be a 3v4 situation (RET + 2 Rif vs 2 Ostt + Pio + MG)
At 1:35, in live you get your 3rd Osstruppen and USF is starting to build a 3rd Rifle. The new change pushes it to 1:45. At that point USF 3rd Rifle is half way in construction and you already have your build with 3 Ostt + MG + Pio.
Game1: 100mp at 42f, they hit BP1 10s later at 45f
Game2: 100mp 43f, they hit at 46f
Game3: at 43f, hit at 46f
Game4: at 42f, hit at 48f
You could argue that the fact that the Osttruppen arriving later will delay the resource gain, therefore delaying T2 for 222 or fast PGs. But from what we seen in the WC is that you don't necessarily rush it perfectly.
But if their execution isn't flawless now, it won't be flawless afterwards either.
Main goal is that the 222 should arrive a bit later, which should give the Allies some more breathing room.
Anyway, I'll be watching a bunch of replays the following days, hopefully there's a few that include Osttruppen and not just Ostwind/Flamehetzer rushes, I'll adjust my perspective from there. Eager to know if these small changes will do the trick without killing Osttruppen builds. |
You're right about the repair- seems like that got fixed without me noticing. It was accidentally applied to the USF Assault Engineer, though.
Volley Fire is supposed to gain small amounts of accuracy as the ability continues, but accuracy is multiplied by .03 and .04 instead of 1.03 and 1.04. Also, the modifier that starts at 5 seconds ends at 10 seconds instead of 15. These issues make the ability much weaker than intended.
Lel, noted for volley fire.
When do get Assault Engineers get that repair bonus, vet 0? |
- Barrage HE AOE damage from 1/0.25/0.1 to 0.75/0.4/0.2
- Barrage HE AOE distance from 1/2/3 to 0.75/2/4
Auto fire only nerfed the range, but not barrage.
Barrage goes from:
100 damage at radius 0
100 damage at radius 1
25 damage at radius 2
10 damage at radius 3
0 damage at radius 4
To:
80 damage at radius 0
54.4 damage at radius 1 (linearly calculated)
32 damage at radius 2
24 damage at radius 3 (linearly calculated)
16 damage at radius 4
So you lose damage between radius 0 and 1, but do more between 2 and 4. Together with the better stock scatter and vet 2 scatter bonus being moved to barrage, it should make it more reliable, but it's possible the barrage needs some more changes still. Maybe some extra shells or slightly higher midrange damage or further improving scatter or lower veterancy requirements (to help reach the vet 2 bonus).
Again, the goal is not to nerf barrage, but to make it a reliable tool against support weapons and squads, not like the barrage in live that misses 3/4 times and hits 1/4 times (but kills a model). |
First off, m8 Scott got too many nerfs. Now hitting an infantry with a direct hit does not kill the infantry. (Damage has been reduced from 100 to 80, and damage correction has been changed to 75% when hitting directly, so only 60 HP is lost even when hit directly.)
It's near radius, not near damage for autofire.
Damage reduction and AoE change is for the barrage. |
I guess I don't understand what you guys have envisioned for the scott's role to be.
In my mind it's mobile blob control and light arty support, but most of its damage comes from autofire.
- Keep it as Sniper arty on autofire to bleed opponent with model snipes, but less effective / more vulnerable than now.
- Make it more reliable as anti support weapon tool if using barrage.
In live its very good at the first role, especially once it gets the vet 2 scatter buff, but it falls flat as barraging weapon. Its accuracy isn't good at long range and the AoE is so concentrated at near range, you do no damage with close misses, not that great to force away an MG or AT gun. |
snip
The bonus are all good but feel free to suggest others.
The same survivability bonus other turretless TD's have, for consistency:
+20% maximum speed.
+20% ac/de-celeration.
Can remove the barrage bonusses for all I care.
Only if veterancy requirements get increased of course. |
Su-85 already has lower XP value than other TDs of its class and Su-76 is not half as effective vs T3 tanks. The unit get Vet1 with a couple of shot since it XP value is close to obers and 222...
My bad, it starts only about 25% as bad against tanks with low armor.
That said, I'm against any veterancy requirement increase if its veterancy doesn't get improved. The SU-76 lacks any mobility or other survivability increase with veterancy so it will always remain as vulnerable as it starts.
But really, I think it's fine right now. The SU-76 lacks scaling in terms of survivability and against heavies to keep the SU-85 attractive. In return, the SU-76 reaches its maximum potential earlier. Just jacking up veterancy requirements without something in return (and no, camo would not be enough compensation for it imo) makes no sense on an already underused unit. |
1 SU76 has half the veterancy requirement of 1 SU85, it's also about half as effective against tanks. Its vet 2/3 are also not that exceptional compared to the SU85. |
I did not see a G43 change on pfusies or in general in the notes. Couldn't find on 2nd look either. Is this a planned change that did not make it to the notes? I fully support this though. G43s needed this badly.
Might have misrembered from Sander's wishlist. Would be a good change in the future though.
Sorry I can't tell if this is sarcastic but I'm assuming you do want good feedback here since you're on the team. I assume you mean decrew at 1 man? Because it already decrews at 2 because it requires 3 men. As far as I know it's impossible to make it functional at 2 man. I don't think the problem is actually the pack howie not surviving rocket arty, because team weapons should be countered by it, it's more the stuka just coming in too quickly and to pinpoint that you get hit by the rocket 4/5 times. 6 man allowed the pack howie to actually take a direct rocket on the weapon and still have 3 left over if spacing was good. pack up time would actually be a really good way to buff it for dodging rocket arty I think. But again I don't really know what should be done about it. You simply cannot be around under its fire with any damaged squad or you get blown to bits. And although it's confirmation bias but when you try and dodge things with RNG scatter you just get blown up the second you leave green cover. That's part of the reason why I think the ISG is pretty meh. It's got great scatter and and mediocre AoE which means if you do move your squad you can actually dodge it and not get blown up by RNG. Like obviously it would be redundant to make it just a better mortar but another idea is to give it more utility somehow. Maybe nondoc flare? HEAT rounds could definitely be better in terms of scatter. Barrage only weapon as many have suggested would be great since it requires micro input.
Thanks, some good ideas in here.
Captain does lack sight options outside of Take Aim on AT gun, so I don't dislike the idea of a flare, if the sight doesn't make the scatter go bonkers.
I disagree on removing smoke not doing much, it's part of the reason why panzer tac is OP. It requires zero thought process from the user and breaks LoS immediately and requires the attacker to RNG their shot into the smoke, and that's ontop of the extra time to make the commands and not go into the next reload cycle. It also gives more time to get to friendly AT guns or snares. The scott just usually requires some form of dive from your opponent inorder to kill. You'll still see 2x pak walls from players going into scotts, but they'll still back up 10 (or 5 from raks) and just go into the corner, pop out and self heal cause crews. And if the player gets really nervous or wants extra security they'll dump smoke ontop of it. The barrage is 80 range, but IIRC the CDs for them are atrocious, that probably needs to be addressed or it'll get degraded to a heavy fuel mortar, which obviously won't be used. Don't take my word as bible though since I couldn't tell you the scott barrage CD, but I just remember it maybe a year or 2 ago being terribly long. I think a speed reduction would be a subtle way of nerfing it if we really didn't want to go down the durability nerf route.
Yes, Scott barrage has very long cooldown right now at vet 0. There's a bulletin which reduces it by 25% that makes it acceptable, but would be better if that wouldn't be required.
Removing skillsmoke would still keep diving as the only real option to take on an autofiring Scott and that means you'd have to face single or double Jackson. Addressing range instead would also allow an AT gun to reliably keep it at bay, so the Scott has to use smoke and HE barrage to deal with it.
Of course, it has to be seen if an autofiring Scott is too vulnerable now and if the barrage changes are good enough to make up for the autofire nerfs.
Personally "soft nerfs" to me is just a bandage on a serious wound. I'm not saying it's your fault, but to me, saying "well the fuel cost went up by 5 clearly makes it balanced" is just majorly avoiding the problem. The jackson received an armor nerf because there is zero justification for the jackson to be bouncing P4 shots when it has 20 range on it. We wouldn't raise the pack howie price by 10 manpower and say it's balanced right now, same thing here. As far the panther goes in countering it, I think the panther may finally be in a good spot™. I'm honestly a little nervous about how good the panther may potentially be with these buffs, but we'll see.
Well, I personally think the Jackson isn't that big of an issue, it's the very strong indirect fire it's backing up, 2 of which are getting addressed in terms of raw firepower. Calliope probably in the future.
Popcap abuse is also really strong with Jacksons, which could also be looked at. |
SU76
The vet 1 ability with first strike bonus +20% accuracy,+20% penetration,+25% reload speed is far superior to other similar abilities.
Suggestions:
Camo no longer lock units or has mobility penalties. Camo simply break when unit moves. First strike bonus removed (or move further down the veterancy) units gain 5-10 sight when in camo.
The camo for the SU-76 actually has no reload bonus, even with what the ability guide might suggest. Only the turreted vehicles get that specific bonus in Tank Hunter doctrine. The ability also requires more setup time than similar abilities. It takes like 3 seconds until all the 'bushes' around the SU76 are planted and it camoes, so the bonusses are fine.
It was opted not to go for any raw stat buffs to the SU76, because 2 SU76s shouldn't be better than 1 SU85 or there would be less incentive to tech. |