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Author Topic: [CW] Some peculiar things regarding balance  (Read 25246 times)
0 Members and 18 Guests are viewing this topic.
LuAn Offline
EIR Veteran
Posts: 572



« Reply #20 on: July 13, 2009, 06:31:50 pm »

Because the AVRE round does 500 damage while the stuh's does 100 damage.

And the AVRE round has much bigger AOE.
Do you think those 2 units are fairly price and balanced considering their stats and that StuH comes at T1 for 25pp and AVRE at T2 for 50pp.
« Last Edit: July 13, 2009, 07:48:42 pm by LuAn » Logged

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Lemures Offline
EIR Veteran
Posts: 137


« Reply #21 on: July 13, 2009, 07:10:23 pm »

But that stuh gets to fire 16 times at 8 seconds compared to the AVRE's once.

I also think the turret rotation for vet 2 should be replaced. in VCoH this would matter but firing once every 2+ minutes means rotation isn't a useful upgrade.
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Illegal_Carrot Offline
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« Reply #22 on: July 13, 2009, 08:50:46 pm »

But that stuh gets to fire 16 times at 8 seconds compared to the AVRE's once.

I also think the turret rotation for vet 2 should be replaced. in VCoH this would matter but firing once every 2+ minutes means rotation isn't a useful upgrade.
The StuH only fires about every 14 seconds, not 8.
Considering the AVRE's better damage, AoE, modifiers, etc, as well being on a much better platform, I feel the cost is justified.
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congkiller Offline
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Posts: 5


« Reply #23 on: July 13, 2009, 10:17:27 pm »

2nd
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Baine Offline
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« Reply #24 on: July 14, 2009, 03:09:41 am »

But that stuh gets to fire 16 times at 8 seconds compared to the AVRE's once.

I also think the turret rotation for vet 2 should be replaced. in VCoH this would matter but firing once every 2+ minutes means rotation isn't a useful upgrade.

But it will help against moving targets.
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #25 on: July 14, 2009, 03:26:29 am »

the AVRE is good.  The things that make it annoying to most players are the accuracy and wind up time.  Maybe wind up time could be reduced at vet3.

I'd also love to see that reduced damage at vet3 become reduced penetration like the croc.
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Aggamemnon Offline
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Posts: 418


« Reply #26 on: July 14, 2009, 03:31:10 am »

It generally isn't used against fast moving targets Baine, you line up the shot before you even take it, and typically, you hit the ground or a building, so that it isn't trying to constantly track.

Unsure why it has received damage on there twice, at the same level, surely it should be penetration at vet 3, no?
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LuAn Offline
EIR Veteran
Posts: 572



« Reply #27 on: July 20, 2009, 12:46:14 am »

Can please somebody explain this to me:

Zeal: Affects EVERY squad the same way regardless of it maximum size, so every 1 Man Squad gets the SAME buff.

Terror Doctrine Tier 2 Unlocks this ability for ALL infantry squads.

Commando Doctrine Tier 2 Unlocks this ability ONLY for Tommie Infantry Section.

Why is that so?

« Last Edit: July 20, 2009, 01:40:51 am by LuAn » Logged
Smokaz Offline
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Posts: 11418



« Reply #28 on: July 20, 2009, 12:57:22 am »

If the "1 man left" zeal effect kicked in on a 3 man commando squad, it would be insane. It all depends on whether or not its the total amount of men left or the individual man dead which decides when the zeal effect kicks in.

Remember, axis have to run around with precious 1 man squads to get the full effect of zeal.

2 man tommy squads with full effect, or 3 man commando squads with full effect would make it a much more powerful ability than the axis T2, which while completely awesome in nature nurtures a dangerous sense of risk for those 1 man guys running around. If brits are going to get a zeal affecting all their infantry, it better goddamn well come with the same risks, or you are just asking for brit zeal to be better than wehrmacht zeal.
« Last Edit: July 20, 2009, 01:01:39 am by Smokaz » Logged

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gamesguy2 Offline
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Posts: 2238


« Reply #29 on: July 20, 2009, 01:18:48 am »

Zeal does not care how big the squad is, only how many guys are left.

You can have 20 men grenadier squads and zeal wont kick in till they hit 3 men.
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LuAn Offline
EIR Veteran
Posts: 572



« Reply #30 on: July 20, 2009, 01:27:02 am »

Zeal does not care how big the squad is, only how many guys are left.

You can have 20 men grenadier squads and zeal wont kick in till they hit 3 men.

Yup and thats why i dont understand why commandos cant get the buff? They wont receive it any different than any other infantry.

1 Commando, 1 KCH, 1 Volksgrenadier, 1 Piatcommando, 1 Sapper, 1 Tommie, 1 Grenadier, 1 Storm they would all get exactly the SAME buff.
« Last Edit: July 20, 2009, 01:34:51 am by LuAn » Logged
Mysthalin Offline
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Posts: 9028


« Reply #31 on: July 20, 2009, 03:05:21 am »

The StuH only fires about every 14 seconds, not 8.
Considering the AVRE's better damage, AoE, modifiers, etc, as well being on a much better platform, I feel the cost is justified.

Lol 14 seconds.

Try 8.5-9.5 seconds

AVRE can't even kill a pak in one shot, it does virtualy no damage to tanks, and it has TERRIBLE modifiers to units in heavy cover(so terrible to actualy MISS units with it's splash when the shell drops on the HEAD of the guy). Not to mention it will almost never hit a moving infantry squad. And the AoE modifiers are quite terrible as well.

Only things it's good against is units in houses and bunkers, and that's the only thing you use it for : a bunker/house buster.
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LuAn Offline
EIR Veteran
Posts: 572



« Reply #32 on: July 20, 2009, 04:04:54 am »

Well after talking to Salan he realised that theres a slight unbalance between the Terror and Commando Zeal since they are both T2 Smiley
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LeoPhone Offline
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Posts: 0


« Reply #33 on: July 20, 2009, 04:56:38 am »

this is how mando doctrines should be:
Quote
how it is:
Royal Commando Division
Unlocks Commandos

Smoke support (Grants uses)
Commando Jeep (Available for purchase)
Behind Enemy Lines (All commandos gain 15% sight)
Emergency Exit (Commandos gain an extra use of smoke)
Weapon Teams (MG, mortar & piat commandos unlocked)

Smoke Support (Drops red flares then lays down a short smoke barrage)
Hit it Running (Commandos run at a speed of 4 after deploying for 10 seconds)
Who Dares Wins (Zeal like bonus for tommie squads)
Ultra Decryption (You are notified when a vehicle over 12 pop enters the field)
Light Armor (Tetrarch available for purchase)

Decoy Artillery (Grants 1 real and 1 fake)
RAF Overhead (Grants one use, max 2)
Glider Command (HQ Glider can be purchased and dropped, acts as a triage center, 120 munitions)
Radio Triangulators (Available for purchase)
Commando Sniper (Unlocks the unit, can also purchase smoke and demo charge)

Enigma Decoded (Grants sight into all player's spawn for the first 10 minutes of the game)
Special Training (Commando Heavy Weapons are 25% more accurate, cause 25% more suppression and get a single smoke usage)
Evasive Manoeuvres (Commandos can camouflage and move in prone position)
AT Commandos (Piat commando teams comes as 5 man squads and can camouflage in cover)
British grid (All basic infantry gain 25% extra health, 15% reduced supression)
how i want it:

t1 smoke support: change to 40% reroll on crashed gliders

t1 commando jeep: must be able to come with gliders

t2 smoke support: replace by decoy artillery

t2 hit it running: gliders land in 20 seconds instead of 30

t2 who dares wins: zeal bonus for ALL types of commandos

t2 ultra decryption: removes the repair upgrade on vehicles above 12 pop

t3 decoy artillery: change to offensive bonusses on piats(penetration)

t3 RAF overhead: id like to have those recon runs together with a kind of bombing run thats like precision strike. click on a single point, a bombin plane will come and drop a single bomb on that spot.

t3 glider command: all gliders become triage centers that heal quite slow in small area

t4 AT commandos: they can cloak and move in prone instead of useless falls cloak

t4 enigma decoded: works when you want it for 15 mins

t4 special training: also dmg/penetration increase

t4 british grid: just sucks, i use almost none brit infantry. change it to giving bonusses for tetrachs making them faster and harder to hit. maybe they get the gun uprade for free?

t4 evasive manoeuvres: commandos are harder to hit while moving, and move faster


now i might have buffed absolutely everything, but everything also seems useless if you compare it to blitzkrieg assault, firestorms, german steel, longer barrels, lightning war, sector arty, etc.etc.etc.
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LuAn Offline
EIR Veteran
Posts: 572



« Reply #34 on: July 20, 2009, 05:01:48 am »

Yes and no, some interesting ideas.

Do like your Glider Command Idea, definitly a good T3.

How about Moving AT-Commandos to T3, replacing RAF Overhead. (Making it more inline with Tiger/King Tiger)

Or maybe add one more squadmember to the AT-Commandos and let it stay as a T4, 3 Stens and 3 Piats sounds also very good.

However, can Evasive Manoeuvers please stay as it says right now? Camouflage for commandos is surely a worthy t4.
« Last Edit: July 20, 2009, 05:18:02 am by LuAn » Logged
LeoPhone Offline
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Posts: 0


« Reply #35 on: July 20, 2009, 05:10:29 am »

evasive manouvers only gives them cloak, and not storm cloak, but prone cloak. they move ultra slow, so cant be used as scout unit, and when you crawl to the enemy to amush them, they probably just run into you, and their MG starts shooting you, or they simply move away not knowing better since it will take so long to move. give it to amush squad, they can need a buff.
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LuAn Offline
EIR Veteran
Posts: 572



« Reply #36 on: July 20, 2009, 05:20:54 am »

evasive manouvers only gives them cloak, and not storm cloak, but prone cloak. they move ultra slow, so cant be used as scout unit, and when you crawl to the enemy to amush them, they probably just run into you, and their MG starts shooting you, or they simply move away not knowing better since it will take so long to move. give it to amush squad, they can need a buff.

Well this would be kinda, strange i guess?

As i understand it, evasive manouvers should allow normal commandos to camouflage, which means move WHILE stealthed, same as stormtroopers, and the prone part of the description refers to being pinned i assume, so that commandos cant be pinned anymore.
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Unkn0wn Offline
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Posts: 18379


« Reply #37 on: July 20, 2009, 05:22:38 am »

No it refers to them crawling in camouflage, not walking.
(See TOV causeway campaign AB ability)
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LuAn Offline
EIR Veteran
Posts: 572



« Reply #38 on: July 20, 2009, 05:28:00 am »

No it refers to them crawling in camouflage, not walking.
(See TOV causeway campaign AB ability)

Ok.

Well being a T4 Unlock this doesnt sound that good, ok they can camouflage, but are really really slow too? And it would only apply to normal Commandos too?

Id rather restrict the camouflage to normal commandos, allow them to move the same speed and way as Stormtroopers.
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Unkn0wn Offline
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Posts: 18379


« Reply #39 on: July 20, 2009, 05:38:04 am »

They're not really really slow, just slow. And it's very powerful if used correctly.
Perfect for dropping behind lines, then ambushing.
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