Since there is currently a lull in patch activity, I thought it would be a good time to post my personal thoughts on the current balance and what things I'd change next and have a proper discussion about them. Do note that these are specifically
my ideas and opinions and that they do not necessarily reflect the vision of the community balance team as a whole.
Goal of these changes: mostly easy changes (just changing numbers) to improve the quality of the factions, to adjust some oppressive aspects, to make more units and abilities viable, without really touching the power level of the factions too much. I’m sure that there’s a dozen more meh commander abilities that I haven’t touched here, I just wrote down what came to mind. Certain changes are labelled 'experimental', meaning they are a more of a concept that would need to be extensively tested or that they are things I'm not too sure about.
Some things are copied from
Miragefla's balance changes .
Do note that I’m a teamgames player (mostly 3v3) so there is a good chance not all 1v1 and 2v2 issues are addressed.
Obviously, everything and especially all the numbers are subject to change. This is a first iteration of changes and obviously not everything has gone through a devil's advocate check yet (hence this discussion).
I'd like to ask everyone to keep this discussion civil and focus on discussing the changes. You can obviously make your own suggestions too. I kindly ask the moderators to stop any personal arguments, troll posts or blatant fanboyism.
Updated complete notes (V4): Global Changes Show Spoiler Rocket Artillery
In order to make rocket artillery more of a strategic weapon, to be used in conjunction with an active assault or defence rather than just bombarding the enemy as much as possible, all veterancy cooldown bonuses will be reduced.All veterancy cooldown bonuses reduced to a total of ~20% (compared to up to 40% previously) Stuka vet 1 cooldown bonus removed. Vet 2 bonus reduced from -30% to -20% Katyusha vet 2 cooldown bonus reduced from -40% to -20% Panzerwerver vet 2 cooldown bonus reduced from -40% to -20% Calliope vet 1 cooldown bonus from 9% to 11%; vet 3 (third) cooldown bonus removed (total cooldown will be -20%) Land Mattress will be addressed below along with other changes to it Panzerschreck
In order to make Panzerschrecks a more viable option against light vehicles, its far accuracy is being increased. As compensation, its damage is being reduced. This will make the alpha strike potential against vehicles slightly worse (decreasing the effectiveness of âSchreck blobsâ), while the higher accuracy should keep the total damage per minute roughly similar. Accuracy from 0.069/0.052/0.028 to 0.069/0.052/0.036 (for example chance to hit a T-70 at long range goes from 50% to 65%) Flamethrowers (and incendiary grenades)
Currently flamethrowers and incendiary grenades take so long to set fire to (stone) garrisons that it is simply not a viable option. Reducing the time/amount it takes should encourage more active counter-play to infiltration units or against key garrisons. Time to set fire to garrisons reduced by 50% Amount of incendiary grenades required to set fire to garrisons also reduced by 50% (this should give OKW a more viable stock tool to deal with FHQs) Does not affect other flame weapons like the 251, ISG/mortar incendiary barrages and Wasp Sandbags build time for mainline infantry
Sandbags are a pretty big part of the power level of mainline infantry which is why outright removing them would be too big of a change. Increasing build time however should give players a more tactical choice where and when to build them, rather than just spamming them everywhere their mainline infantry goes. Sandbags build time for all line infantry increased by 25-50% Build time for Conscripts and engineer units not affected Heavy Machine Gun Teams crew spacing
To make HMGs more potent against frontal assaults and to fix the issue of the "gunner death loop", a change will be made to the crew formation when not in any cover. Two crew members will stand in front of the gun and will therefor be targeted first rather than the gunner, giving the HMG more time to suppress the incoming infantry. This should not affect the effectiveness of flanking manoeuvres. Formation changes; when in the open, two of the crew members will now stand slightly ahead of the MG. M3/M5 Halftrack (all faction variants) The M3 and M5 halftracks are given more utility with a healing option. M5 quad AA power is being reduced to become more in line with other similar units. All unupgraded halftracks can now drop a single med crate for 15 munitions Quad upgrade AA power reduced (values to be determined later) Quality of Life changes (some inspired by Bao's mod)Manual force reload ability added for all HMGs Vehicles garrisoned with infantry units will now be able to capture points directly (this will enable direct capture orders and queueing capture orders) UI icon added to unit card for OKW Panzer Commander Upgrade (using a binoculars icon) Added research/construction icons (appearing next to unit cards) for Ostheer Battlephases and all similar sidetech for other factions so players can see their progress without having to select the relevant tech building ATGs now spawn at their production building Snipers will no longer target vehicles automatically Vehicle Priority toggle added for all infantry equipped with anti-tank weapons Garrisoned units (including a Raketen in a garrison) should remember their priority settings All units capable of anti-air will have an ability added that forces them to target airplanes Ground deformation caused by Demolition Charges reduced Fallschirmjaeger FG 42 weapon upgrade fix to resolve issues with disappearing weapons and upgrade icon Warning smoke (single red smoke grenade) from Concentrated Barrage changed to regular off-map warning smoke, in order to fix issues with the warning smoke not popping up or being badly visible when it lands in objects or when somewhere out of the player's screen Standardised selection_group for Royal Engineer Recovery Squad and regular Royal Engineers. This should enable shared abilities (like the building menu) to show up when both squads are selected simultaneously Fixed âghostâ entity for the Forward Assembly, which should now correctly show up in the Fog of War after getting spotted (in line with all other emplacements) rather than disappearing Designated Command Vehicle is now excluded from the abandon critical requirements in order to fix the bug where the ability would become permanently unavailable after a command vehicle got abandoned. This will effectively mean that a command vehicle can no longer be abandoned, which will have a small effect on balance, but I feel the severity of the consequences of the bug outweighs this. OKW Show Spoiler Battlegroup HQ
In order to make it easier for OKW to back tech to medics and indirect fire, and give OKW access to support weapons (HMG and ISG) faster to increase build diversity and strengthen their early game options, the Battlegroup HQ's reinforcement and healing options are being switched around, and the HQ is being split into two parts.Cost from 200mp/25fu to 100mp/5fu Now automatically comes with medic upgrade. Reinforcement deactivated Unlocks ISG (and access to the HMG 34 from T0) Motorized Support upgrade added. Cost 100mp/20fu. Unlocks Uhu and 251/17 Medics upgrade replaced by Forward Operating Base upgrade. Costs 200mp/10fu. Unlocks reinforcement and access to the Forward Retreat Point FRP still requires T4 teched to activate; T4 requires activation of the Motorized Support Upgrade Battlegroup HQ [Alternative change]
Alternative, more simple change to the more elaborate tech-split previously mentioned; switching around the medics and the reinforcement upgrade in order to make backteching for medics more attractive. I personally prefer the tech-split changes.BFHQ now has medics enabled by default, but can't reinforce. The 100mp/15fu medic upgrade has been replaced by an upgrade that enables forward reinforcing from the truck Schwerer Panzer HQ
Change to the cost split of the structure and Panzer Authorization costs, in order to make fully upgraded Obersoldaten come sooner, as well as the doctrinal vehicles. In addition, as a reactionary vehicle, the Jagdpanzer IV can be placed in the first stage as well. Cost from 100mp/60fu to 100mp/90fu. Panzer Authorization from 100mp/60fu to 100mp/30fu. Stock SPHQ now unlocks Obersoldaten with access to weapon upgrades; Jagdpanzer IV, and the doctrinal Ostwind and Hetzer Panzer Authorization unlocks Panzer IV, Panther and access to Tiger II. Also activates the flak gun. Sturmpioneers
Some quality changes to Sturmpioneers to make their abilities (including the med crates) easier to use and to make their anti-tank package more viable to increase strategic diversity. Concussive Grenade cost from 30 munitions to 25 munitions Cost of Panzerschreck upgrade from 70 munitions to 60 munitions Panzerschreck upgrade no longer mutually exclusive with Minesweeper upgrade. Flak HT 251/17
The 251/17 is still not very popular due to how vulnerable it is, and how clumsy it is to use. By giving it slightly higher penetration, it should hopefully be slightly better at fending off enemy light vehicles. Veterancy requirements are reduced to help it scale faster to make it a more competitive choice compared to the Mechanized HQ light vehicles. Penetration from 30/30/30 to 40/40/40 Veterancy requirements from 880/1760/3520/4750/5750 to 835/1670/3340/4510/5410. Stuka
The Stuka can be very hit-or-miss, because barrages can be devastating (especially to team weapons) but can also be dodged very easily (by infantry). By reducing the AOE damage but adding suppression, the unitâs performance should become more lineair: less wipey but also more reliable. The added suppression should also give OKW a good anti-blob platform. These changes will also make it perform better against emplacements and lightly armored vehicles, while making it worse against tanks. Rocket AOE nerfed. Rockets now cause suppression similar to the Panzerwerfer Rocket penetration from 0/0/0 to 40/40/40. Rocket AOE penetration from 200/180/162 to 40/40/40. Deflection damage from 40 to 50 (all identical to other rocket artillery) Incendiary Barrage moved from vet 4 to vet 1 (with additional adjustments if needed) Vet 4 replaced with -25% cost of Incendiary Barrage ability Fuel cost from 100 to 80-90 Jagdpanzer IV
The Jagdpanzer IV is a great unit that is very good at its job. However, due to its characteristics (geared towards countering medium tanks) its use is somewhat limited, which means its population cost is relatively high compared to similar vehicles. This is being adjusted. Population cost from 16 to 14 Panther
The Panther is one of the few vehicles in the AT vehicle class that doesnât get an accuracy bonus with veterancy.Vet 2 now also gives +20% accuracy Tiger II
The Tiger II is in a fairly good spot since the last changes, but its very high population cost makes it hard to give it the support it needs in order to function well. To improve synergy between the Tiger II and the rest of the army composition, its population cost is being lowered.Population cost from 23 to 21 Jagdtiger
Now that the unit has been brought down in both performance and cost, the population cost will be adjusted to be in line with the now-comparable units (the Elefant and the ISU-152). Population cost from 22 to 21 Opel Blitz truck
Now that it has a healing option and has become more like an ambulance than a halftrack, the unitâs health is being reduced to make it more vulnerable. This should discourage its use as a frontline unit. Armor from 7/5 to 4/1.8 (same as Ambulance) Assault Package (Feuersturm)
The flamethrower upgrade for Sturmpioneers is a very good upgrade, but it leaves OKW painfully vulnerable to enemy mines because they canât easily get a second engineer squad for minesweeping due to the high squad cost. Making the minesweeper upgrade available alongside the flamethrower upgrade should make this doctrinal choice more viable.Flamethrower upgrade for Sturmpioneers no longer mutually exclusive with minesweeper (can now upgrade both) Artillery Flares (Special Operations)
Due to the uncounterable nature of the artillery flares, the ability is being overhauled completely. Instead, it will now give a vision bonus to units which should be very useful when fighting in a particular area. No longer gives vision on its own Flares are now a visual indicator only (that the ability is being used) Now gives every (player owned) unit within proximity of the ability +50% sight range for the duration of the ability Ability is now activated by designating a particular resource sector. Ability is extended to all adjacent territory sectors Command Panther
Due to recent adjustments to call-in units and the Command Panther itself, some further adjustments to this unit are made to make it more attractive to use and to make its deployment in line with other call-in vehicles.No longer mutually exclusive with the Tiger II Now has cooldown upon destruction Command Tiger I
Calculations show the Tiger was slightly more affected by the AOE adjustments compared to the other heavy tanks. Reinstating the veterancy scatter bonus (although in a reduced form) should compensate this. Vet 2 now gives -10% scatter (was -20% previously) 105mm Howitzer Barrage (Scavenge)
This barrage is a good offmap with a unique mechanic, but due to the very high requirements this unique mechanic is rarely applied in practice. Splitting up the requirements into smaller chunks should make it more viable to use this ability strategically. This should make this unique mechanic more practical without making it too powerful, assuming players generally wonât float over 250-300 munitions.Requirements lowered from 5 extra shells per 100 abundant munitions, starting from 300, to 2 extra shells per 50 abundant munitions starting from the base cost of 180; so 2 more at 230, 2 more at 280, 2 more at 330, etc. Cap decreased from 500 to 380 munitions (so the maximum of extra shells is +8) Tiger, Jagdtiger & Tiger II cooldown
With all heavies now having a cooldown upon destruction, OKW has an unfair advantage with their stock heavy tank (Tiger II) as it can be called in immediately after one of the other heavies is destroyed (or vice versa). Now share cooldown (so for example if a Tiger is destroyed, this also resets the cooldown for the Tiger II) OST Show Spoiler T1 / BP1 adjustments
In order to make strategies to rush Panzergrenadiers and light vehicles on top of T0 call-in infantry slightly less potent, tech fuel costs are being reshuffled. This should make Grenadier-based strategies more attractive.Fuel cost of Infanterie Kompanie (T1) from 10 to 0 Fuel cost of Battlephase 1 from 40 to 50 Field First Aid (Grenadier and Pioneer veterancy 1 ability)
Cost is being adjusted to better reflect the performance, more in line with the faction's already heavy dependance on munitions, to make them more viable to use.Cost from 15 munitions to 10 munitions. Pioneers
Offensive veterancy for Eastern Front engineer units serves very little purpose, so this is being replaced by defensive veterancy to make them a bit more durable in the late game.Vet 3 +15% accuracy bonus replaced with -23% received accuracy Veterancy requirements brought in line with similar engineer squads; from 400/800/1600 to 340/680/1360 Teller Mines
Adjusting the performance and cost of Teller Mines should both increase their availability and make them less oppressive for the enemy, giving a positive net result. With these changes they will no longer instantly kill light vehicles, and will require a follow up (Panzerfaust etc.) to finish one.
Teller mines will now inflict both a heavy engine damage and a main gun critical on light vehicles (only). This should make chasing a vehicle that hit the mine in order to finish it off less dangerous, as well as prevent a potential issue with the USF vehicle crew's veteran ability to instantly fix a critical (now they would be able to fix only one of two criticals, still leaving the vehicle vulnerable), while giving the defending player a chance to save their vehicle.Cost reduced from 50 munitions to 40 munitions Now guarantees both a heavy engine damage critical and a main gun critical on light vehicles. Still causes only regular engine damage to medium and heavy vehicles Grenadiers
Grenadiers are getting a small adjustment to their formation to slightly improve their durability.Squad formation from V-shape to regular shape (similar to Infantry Sections) Panzergrenadiers
Excessive range for elite grenade reduced.+25% bundled M24 throwing distance at veterancy 3 removed Panzerwerfer
In order to make the Panzerwerfer more viable in smaller game modes, where dodging the rockets after hearing them fire is fairly easy (due to the long travel time), but without increasing its power level for larger team games, a second firing mode is added that has some benefits and penalties compared to the standard firing mode.Secondary barrage added that fires fewer rockets, but in a much lower arc, similar to the Katyusha.
Decreases maximum damage potential but also decreases rocket travel time. Panther
The Panther is one of the few vehicles in the AT vehicle class that doesnât get an accuracy bonus with veterancy.Vet 2 now also gives +20% accuracy Veteran Squad Leader (German Infantry)-10% received accuracy modifier removed Jaeger Light Infantry upgrade (G43 Grenadiers)CP requirement from 2 to 1 Now gives a total of 3 G43s to Grenadiers Cost from 45 munitions to 60 Reduced moving accuracy of Gren G43 so that now three rifles have the same total moving DPS as two rifles had previously. In light of Grenadier G43 changes, Jaeger Command Squad will now receive 2x PGren G43 instead of 3x Gren G43 to let them keep their firepower advantage over a regular Grenadier squad LMG Grenadier Sdkfz.250 Vet 3 bonus of call-in Sdkfz.250 Grenadier squad changed from -29% Received Accuracy to 0.8 Received Damage to match the regular Grenadier vet 3 bonus Stug III ausf.E
In order to make this unit a more viable choice, a smoke barrage will be added. Now has access to a smoke barrage ability. 80 range. Artillery Field Officer
The AFO is a good unit with a lot of utility, but it can cause a lot of bleed because of its very high reinforcement cost.Reinforcement cost from 30 to 26 Panzer Tactician
Panzer Tactician is too easy to use because it deploys smoke instantly. By adding a delay, it will become slightly less powerful. Now has a 0.5s delay before deploying Tiger I
Calculations show the Tiger was slightly more affected by the AOE adjustments compared to the other heavy tanks. Reinstating the veterancy scatter bonus (although in a reduced form) should compensate this. Vet 2 now gives -10% scatter (was -20% previously) Relief Infantry
Relief Infantry is a very weak ability. It is being adjusted in order to make it more attractive to use. Ability no longer gives Osstruppen squads to replace losses, but instead gives a manpower bonus of ~15 per casualty sustained while the ability is active Stuka Smoke Bombs
Ability will be adjusted to be in line with similar abilities.Ability CP cost from 4 to 2 (similar to OKWâs ability) Command Tank
To make the Command Tank a bit more viable again, the aura is being adjusted.Received Damage modifier from -10% back to -20% Aura now only affects playerâs units (no longer affects allied units) Hull Down
Hull Down is still a useful ability, but itâs a bit clumsy to use because you need infantry squads to dig in tanks (which can take a lot of time). By moving the ability to the vehicle itself, it should make it a lot easier to use.No longer requires infantry squads to activate. Now an ability for the vehicle itself Jaeger Armor Doctrine
Jaeger Armor doctrine is incredibly popular because the commander is very versatile, on top of fielding a superheavy call-in vehicle. By replacing the Stuka Dive Bomb, it should give the commander an additional weakness and make it more attractive to pick other commanders instead.Stuka Dive Bomb replaced with Stuka Anti-Tank strafe (the single pass one) Elefant can no longer use Spotting Scope upgrade SOV Show Spoiler Combat Engineers
Offensive veterancy for Eastern Front engineer units serves very little purpose, so this is being replaced by defensive veterancy to make them a bit more durable in the late game.Vet 3 +15% accuracy bonus replaced with -23% received accuracy Penals
In order to make Penals builds slightly more attractive compared to Conscripts builds, their build and reinforcement times are being adjusted.Build time from 32 to 27; reinforce time from 5.4 to 4.5 accordingly SU-76
A minor fix for the SU-76 that should make it slightly more responsive in target acquisition. T-70
The T-70 is a big part of the Soviet mid game and changing its performance would likely have far reaching consequences, something we canât really afford to find out. Instead, its veterancy requirements are being increased so it doesnât reach its maximum potential as fast as it does now. Veterancy requirements from 870/1740/3480 to 960/1920/3840 SU-85
The SU-85 is getting some minor adjustments to make it less cost effective. Veterancy 2 +30% penetration bonus reduced to +20% Population cost from 15 to 16 Katyusha
The Creeping Barrage ability for the Katyusha has a special scatter pattern that makes it significantly worse than the regular barrage. This will be fixed.Scatter on the Creeping Barrage ability fixed/removed T-34 ram (I stand by this idea but it would require testing for further finetuning)
T-34 ram ability is being adjusted to make it less obnoxious for the receiver, and to make ram and offmap combos less potent. These changes should make it perform better against comparable targets (medium tanks) while making it worse against much heavier targets. Chance to cause criticals removed Penetration from 160 to 200 Penetration now causes a 8 second stun. Failure to penetrate still causes a 5 second stun ISU-152
The ISU-152 is getting its rear armor nerfed to a value similar to the Elefant and Jagdtiger, to make it more vulnerable to flanking attempts by Panzer IVs. Rear armor reduced from 155 to 110 Mechanized Support Tactics & Shock Motor Heavy Tactics
The ISU-152 is an incredibly popular choice because the commanders are very versatile, on top of fielding a superheavy call-in vehicle. By replacing one of their abilities, it should give the commanders an additional weakness and make it more attractive to pick other commanders instead.IL-2 Bombing Strike replaced with Conscript Repair Kit (or any other ability that is decent/good but relatively low impact) - TBDL HM-38 120mm mortar
The HM-38 will become slightly cheaper to use, and its barrage AOE is getting fixed. It will also now get flares by default to increase its utility instead. This should make it a more clearer pick over the stock 82mm mortar. Population cost from 10 to 8 Now has access to the flare ability at vet 0. Veterancy 1 changed to a cooldown reduction on the flare ability (similar to the 82mm mortar) AOE distance now properly correct to 1.1/3/4.5 for both auto-fire and barrage Rapid Conscription
Rapid Conscription is a very weak ability. It is being adjusted in order to make it more attractive to use. Ability no longer gives Conscript squads to replace losses, but instead gives a manpower bonus of ~15 per casualty sustained while the ability is active IL-2 Rocket Strafe
Penetration of rockets reduced. This should give very high rear armor penetration chances on medium tanks (most have 90 rear armor) while giving the more powerful heavy tanks (with rear armor of 110-160) a better chance to survive a strafe. This way the ability can stay strong against medium targets while becoming less cost-effective against heavy targets. This will probably require some further tuning to get right.Penetration of rockets reduced to 70. UKF Show Spoiler Bolster
Now increases cost slightly for new squads after Bolster has been teched.Cost for 5 men Infantry Sections from 280 (see below) to 300; cost for 5 men Royal Engineers from 210 to 230 Infantry Sections
Changing the squadâs formation should hopefully have the effect of slightly nerfing Infantry Sections when attacking / out of cover, because they are more likely to drop a model faster (most forward model gets focussed), while keeping their defensive performance (in cover) the same.Cost from 270 back to 280 Squad formation from regular shape to V-shape AEC
Changing the damage model on the AEC will increase its shots-to-kill (STK) against the most vulnerable 320 hitpoints light vehicles (the 222, the 251, the 221/223 and the the 251/17) by one shot, making the AEC a bit less powerful against them, without changing the STK against the bigger light vehicles with 400 hitpoints (like the Puma or the Luchs). A weapon damage bonus at vet 3 should make it more useful in the later stages of the match to better reward players who keep their unit alive, as the AEC currently somewhat lacks late game scaling.Vet 3 now gives +60 damage (160 total) Valentine Mk IX
The Valentine will now have to be built rather than being instantly called in. Now needs to be built in HQ. Build time 60 seconds Comet
Recent buffs have proven to have increased its performance (and thereby popularity) significantly enough that the accompanying cost reduction can be reverted.Fuel cost from 175 to 185 Medic squad
Due to the buggy nature of the squadâs automatic healing, it is being replaced. Automatic healing removed Replaced with ambulance-like AOE healing ability that locks squad into place and slowly heals units in proximity over time Commandos
Excessive range for elite grenade reduced.+25% throwing range of light gammon bomb at veterancy 2 removed (bonus still affects smoke grenade range) Land Mattress
The Land Mattress is receiving some small buffs to make it more in line with other rocket artillery.Heavy cover damage modifier from 0.5 to 1 (similar to most other rocket artillery) Reinforcement cost from 45 to 30 Veterancy reshuffled to give: vet 1 +33% damage, vet 2 -20% cooldown on barrages, vet 3 -25% cost on WP barrage. (Used to be vet 1 -25% recharge / vet 2 +33% damage / vet 3 -25% recharge) Lend Lease Assault
In order to make the Lend Lease Assault doctrine a more viable choice across multiple game modes, one of its abilities is being replaced to give the doctrine more late game power. Vehicle Crew Repairs replaced with the WC-51âs 155mm Artillery Barrage (Possibly needs further adjustments like the activation delay; TBD) Resupply Halftrack (Special Weapons Regiment and M5 Halftrack (Lendlease Assault Regiment)
CP requirement is going down to be in line with the other M3/M5 halftrack call-in options.CP requirement from 4 to 3 Hold The Line
Bugfixes to ability should make it better. A cost reduction might still be in order later.Hold the Line should now trigger on friendly sectors controlled by Allies Hold the Line now highlights sectors for all players when active USF Show Spoiler Riflemen
M1 Garand will be scaled back slightly due to the somewhat bigger than intended results of the previous change. Additionally, an experimental change to their Anti-Tank Rifle Grenades should take away a late game weakness as newly built squads would start with their snare unlocked. M1 Garand near range from 6 to 5 (was 3 originally) Vet 1 replaced with -25% recharge time on all abilities (moved from vet 3) Anti-tank Rifle Grenade now unlocked by any of the following requirements: Mechanized Platoon Command Post, Mechanized Company Command, or both Officers deployed Sherman M2HB (All Variants) Upgrade time standardized to 35s Damage profile of 76mm 50cal standardized to standard M4A3 75mm 50cal M2HB .50cal Setup time from 1.375 to 2.375 M20
Timing for the M20 is being adjusted to give it a slightly better window of opportunity. Build time from 55s to 35s Stuart
Fix for the Stuart Shell Shock ability and a small buff for the Engine Shot ability. Shell Shock abilityâs penetration will be increased due to previous changes. Itâs now guaranteed to work on the Luchs from any distance and will now have a better chance to penetrate tanks at point blank range.Shell Shock ability now (correctly) only stuns vehicle upon penetration. This means it is no longer guaranteed to frontally blind tanks anymore (unless it gets a lucky penetration) Penetration of Shell Shock ability from 60/45/40 to 80/60/55 Engine Shot ability range from 5 to 15 Jackson
A small adjustment to the Jackson to make it a bit less cost effective against heavy vehicles.Veterancy penetration bonus from +30% to +20% (for both shell types) Ambulance
Without changing the durability of the ambulance (which would have consequences for its very effective use as forward healing and reinforcing in teamgames), this change aims to mitigate the loss of the ambulance in situations where it (accidentally) gets killed in the main base.Destruction of the vehicle will now give a 50% chance per model of the medic crew to bail out and survive Medic squad now gets the same AOE healing ability as the British Medic Squad Pack Howitzer
The Pack Howitzer is receiving further adjustments to tone down its autofire power level while making the barrage better, shifting the power of the unit more towards player input. Autofire AOE Distance from 1.5/3/4.5 to 1/2/4.5 Autofire scatter from 8.5 back to 6 Barrage recharge time further reduced from 50s to 40s M8 Scott
The M8 Scott is receiving further adjustments to tone down its autofire power level while making the barrage better, shifting the power of the unit more towards player input. Changes to the barrage scatter should make the barrage more reliable against far away targets in the fog of war.AOE damage from 1/0.25/0.1 to 0.75/0.35/0.2 AOE distance from 1/2/3 to 0.75/2/3 Distance max scatter for barrage from 10 to 6 WC-51
The WC-51 is a bit too good for its very low cost and is receiving some changes to remedy this.
I know a lot of people want more nerfs, but I'd rather take it one step at a time here.155mm Artillery Barrage ability removed (and moved to UKF's Lend Lease Assault Regiment Calliope (Urban Assault / Tactical Support)
The Calliope is already significantly more durable than standard rocket artillery due to its high amount of hitpoints, which means itâs very hard to dive with medium tanks because it takes a lot of time to kill one. Its armor is being adjusted so that Panzer IVs will be able to penetrate it at all ranges. Armor reduced from 160 to 110 P47 Rocket Strike (Airborne)
The P47 Rocket Strike is an effective ability, but the cost is a bit high compared to similar abilities as it hasnât been adjusted since the power of the ability was changed. The cost is being lowered. Cost reduced from 240 munitions to 200 munitions Rear Echelon Grenade Launcher (Urban Assault)
The automatic fire will be replaced with a targeted ability in order to equalize the micro investment for both players to use and dodge the grenades. In line with lowering the power level of the ability, the upgrade will now no longer lock out the minesweeper upgrade.Automatic fire removed and replaced with a targeted ability. No cost. Recharge 15s. Performance of the grenade might have to be adjusted accordingly Grenade Launcher Upgrade no longer mutually exclusive with minesweeper upgrade (still takes up 1 weapon slot