Combined Arms
The Combined Arms bonus is being increased for the following units as they have wind-up and/or wind down times that are animation related that are not affected by reload times.
P-47 Anti-Infantry Strafe
The recent changes to the P-47 Strafe saw the ability become reliable in terms of damage output along its area, but for its cost, its capabilities at wiping out full squads was too high. The damage has been reduced to no longer be capable of wiping out full health squads, but the increase in suppression will ensure a pinned state on the target. Cost has also been lowered due to the decreased damage.
Pathfinders
We wanted Pathfinders to be lethal to snipers that are caught in the open. The following damage increase should help Pathfinders pick-off snipers caught in the open.
Rifle Grenade Launcher
The rifle grenade changes are being reverted due to the lack of user friendliness. While it is an annoying weapon to deal with, it is not particularly powerful on its own with a travel time and delayed detonation. We are restoring the Rifle Grenade Launcher to its original form with only a slight nerf to its reload time.
17-Pounder HE Shells
The following change allows the 17 Pounder to put further pressure on soft targets that are within range through a faster rate of fire.
AT Infantry Section
This puts the AT Section in line with other call-in troops
Defensive Operations
By allowing Sappers to have additional construction options, this will give British players who lock-in this commander to have more defensive options when not going full Infantry Section builds.
Hold the Line
Hold the Line will now allow the first set of planes to arrive sooner to defend frontline sectors.
Raid Section
The following change will allow Raid Sections to hide when camouflaged. The removal of their construction options will also make them less capable of holding territory through sandbags and trenches.
Royal Engineers - All Variants
Due to the limited number of Royal Engineers that are deployed to act as a snare squad, the HEAT grenade is having its recharge time reduced.
Vickers K
The following changes will make the Vickers K more responsive on the move and less potent at range. Its long-range DPS can afford to be lower than other weapons of its class thanks to the power of the Lee Enfield rifle found on Infantry Sections.
Command Tiger
The following change was done to make the Command Tank a less potent unit to blob around with supporting infantry. Aura range has been increased to compensate, allowing vehicles to operate further away from the Command Tiger when the aura is active.
Heavy Fortification
Heavy Fortifications will no longer allow Volksgrenadiers to plant S-mines. These have been transferred to Sturmpioneers to prevent these mines from being too readily available.
leFH 105mm - All Variants
Due to the difficulty of using the airburst barrage, the ability has been heavily adjusted to be an alternate style of barrage that excels at impairing the movements of hostile infantry and weakening vehicles that have been hit.
le.IG 18 Infantry Support Gun
Panzerfusiliers
Due to the power of Panzerfusiliers with 3 G43 rifles, the unit does not need to be able to pick-up additional weaponry when upgraded.
Radio Silence
The following change restores some of the old power of Radio Silence due to the recent nerfs
Sturm Offizer
This change removes unwanted targeting from the officer's ability.
Artillery Field Officer
The smoke cooldown has been increased as the ability does not cost munitions, yet is an integral part of the Assault Officer.
Command Panzer IV
The following change was done to reduce the impact of a fast Command Tank thanks to its recent buffs. Smoke and Panzer Tactician now also share a cooldown to prevent the Command Tank from having two ways to disengage from combat or block line of sight.
Counter-Attack Tactics
The following change makes Counter-Attack Tactics less potent as a way to de-capture the entire map with roaming squads. The change to capture will encourage players to remain on strategic points after they have decapped them.
Elefant
The following change prevents the Elefant from being capable of self-sighting.
Hull Down
We wanted Hulldown to be an ability that is only used when the player can prepare for an attack in advance or they have their vehicles in a good position. The low delay prevented that when the vehicles were capable of hulling down themselves. This change will increase the vulnerability of vehicles that decide to hull down during combat.
Interrogation
Luftwaffe Officer
Mobile Observation Post
Spotting Scopes
StuG E
120mm Mortar
The 120mm mortar is having its delayed HE rounds have less scatter to improve its effectiveness against stationary targets. The AOE radius has been reduced to focus this ability into a primarily bunker-busting role rather than as an infantry killer.
152mm Howitzer Strike
The cost of the 152mm Howitzer Strike has been increased to better reflect its performance.
B4 203mm Howitzer
The following change to the B4 203mm Howitzer will increase the damage on near misses against armoured vehicles. The increase in direct-fire damage will also restore some of the power lost by the B4
KV-1
Similar to the German version, this weakens the capabilities of the KV-1 to Hull Down during combat.
ML-20 152mm Howitzer
Due to the 152mm smoke barrage not sharing a cooldown with the primary barrage, we are giving it a price due to its ability to fire smoke at long distance that cover a decent area.
SVT Crate
Bug-Fixes
I think it's important that it is the public what kind of player you are, i.e. team games or 1v1, whether you play a lot or not. Otherwise one would not recognize the writer's motives. To me, I haven't actively played 1v1 for a good 1 year. But follow the tournaments and often watch 1v1 games in spectator mode, I know the current metas. In my day I was top 100 with all factions. I still play team games with friends from time to time (4v4) so we're around the top 50. In addition, one should express my thanks to the people from the community who update, patch and balance the game. Since they are not paid for it and they sacrifice free time for it, one should not forget that. Hope my English is not too bad
Fortifications
Looks nice. Good old defense doc.
Special Operations
This gives the doctrine a little more early game power.
Luftwaffe Ground Forces Doctrine
With the merging of the Heavy Fortification and Field Defenses, the doctrine gets an additional strengthening. To make it playable, however, you should replace the smoke drop with the ostwind. Because you like to tech up quickly with a paratrooper so that you can spend the other FG 42. This combines wonderfully with the ostwind that you can build in the Panzer Hq. However, so that you still have a recon, you could still fly a reconnaissance aircraft for each front sector in Valiant Assault (same as with Assault) at an extra charge for the Muntion, of course.
Scavenge Doctrine
The Thorough Salvage Ability is completely useless as it is now I would replace it with a 221 or an Opel Blitz (Wehrmacht).
105mm Artillery Barrage
This change was long overdue.
280mm Rocket Barrage
Nice change.
Buildable 20mm Flak Emplacement
This change was long overdue.
Command Panther
Good change.
Command Tiger
Bring in line with other heavy tanks
Early Warning Flare Traps
Nice to see.
Emergency Repairs
Seems logical.
For the Fatherland
Good change makes the skill useful.
Heavy Fortification and Field Defenses
Good change makes 2 more doctrines playable.
Incendiary Munitions for Le.IG
Bring in line with other abilitys.
Jagdtiger
Yeah why not.
King Tiger
Bring in Line with other mounted mgs.
Le.FH 105mm
Looks good.
Pak 43
Yeah why not.
Panzerfusiliers
Looks good.
Radio Silence
The changes look good. But for what you get it could be a bit cheaper.
Sturm Offizier
Yeah why not.
Sturmpioneer Flamethrower
This change was long overdue.
Sturmtiger
This change was long overdue.
Valiant Assault
Look at the Luftwaffe Ground Forces Doctrine.
Zeroing Artillery
Looks nice.
Panzer Commander
The 105 howitzers offmap from the Panzercomander is strong, so strong that the Commander is no longer available on the Tiger. So that you can balance it better and you have the opportunity to spend the commander on all tanks again, you should weaken the barrage to a light infantry gun Barrage (east), the pak player has to react, the pak is decrewed but not destroyed. This gives the Okw player the option to choose between Mg (Inf. Damage) or Panzer commander (better accuracy and more Vet).
Volks MP40
Due to the change in ppsh recruits (high damage output). I would buff the Volks Mp40 a bit so that they are not too weak.
Raid sections have no "Hold fire" Stance despite being able to hide, a button to toggle hold fire would be nice.
The unit is very strong and has abnormally high vet bonuses for a Sherman tank.
Suggestions:
Pop to 13-14 a pop of 12 it too low
Increase XP value to be higher than standard Sherman
Change the vet bonus to Sherman replacing the accuracy bonus with a penetration bonus
The ability does not really help riflemen.
Suggestions:
Remove flamer and flare
Ability know allows riflemen to upgrade with:
Garand C taking up 1 slot that are more accurate at long range.
M9 A1 bazookas with better accuracy and slight increase in penetration
The ability overlap with Paras commander
Suggestions:
Scarp the ability. Ability know replaced by AT Paras
Lower the MP price by 20 possibly CP by 1.
Unit now comes with smaller target size and 6 garands C
Can upgrade with 2 elite bazookas
Fix camo currently they are some times revealed without firing
Suggestions:
Lower reinforcement cost
scrap destroy cover
explosives always visible now at 30 cost
The ability is superior to similar abilities
Suggestions:
add 1-2 CP and 20-30 MU
Suggestions:
Scrap vet and Thompson
Vehicles now can gain extra vet level.
Since aggressive airdrops are worth it and unit over laps it should be scraped.
Suggestions:
Unite removed and replaced "observation kit"
Riflemen now have "pyrotechnic" type upgrade gaining +5 sight +5 in cover and able to call mortar barrage.
Weapon upgrade to M1 C and can now fire flares.
Suggestions:
Improve base turret rotation lower vet bonus
Replace HAVP round with defensive smoke
Suggestions:
Now an upgrade for RE and Riflemen instead of rack weapon, M1 C can become the rack weapon.
Now take all weapons slots.
Suggestions:
Remove from the game
Replace either with WP rounds for Sherman and Scott or with 75mm Dozer.
Fix the CD on creeping barrage/barrage CD. It allows the unit to fire more often.
Suggestions:
offer as an upgrade to m20 the unit would refitted moved out of the map and replaced by the M8
for a cost
Suggestions:
Make m3 an upgrade to WC-51 unit is refitted moved out of the map and replaced by the M3
Remove the barrage from WC-51
Mortar HT
Suggestions:
Increase the CD of WP and Timed and/or move WP to vet 1 and remove timed delay
Suggestions:
add two extra weapon on planes with 1 salvo with high accuracy so that ability deliver some damage consistently
Suggestions:
increase CD on suppression fire
possibly remove elite Bazookas for less overlap with Support paras.
Suggestions:
experiment with CP 1 as an infiltration unit set up beacon for future drops.
Suggestions:
renamed Field Defenses
Riflemen can build fighting position and wire
RE can build mines/sandbags and gain 10% construction speed
Urban Assault Kits
Suggestions:
Riflemen now get the fire up ability and the incendiary grenades (with reduces range/cost)
AEF
First the ability is designed as area denial:
"We have increased the number of shells while decreasing the delay between shots to make this ability more potent at area denial. Damage has been modified to prevent instant kills on infantry while retaining high damage at the edges of the shell’s AOE."
Now are adding anti structure capability. This a step in the wrong direction.
In addition the ability cost only 25 munition more and gets 7 shell instead the 3 Gustav gets.
The ability also has extremely low friendly fire modifiers allowing troops to attack trough it.
Remove lower scatter shot
Lower cost to 200
Swap with TOT.
Increase friendly damage
Infantry commander will get an ability commander more suited to theme, Armor commander will be able to counter static targets like Pak/LeFH
The is available to early for its power level.
Replace it with a mortar barrage similar to Ostheer officer move to vet 1.
The unit has no reason to be a call-in . Still compares unfavorable to 75mm Dozer
keep the CP but make it build able from T4.
Change the auto to match other tanks:
Increase projectile speed/range to 40/AOE at 75mm HE rounds
keep barrage
Unit now is better vs heavily armor tank due to armor/deflection damage
At this point one should consider putting a limit to caliope at 1(2?)
WP barrage is very powerful forces retreat and long healing time. Greatly increase CD on the ability
The unit should be vulnerable to CQB while it should not be unit that is spammable. The is no indication for the critical kill property of the weapon
Cost to 240
Carbines replaced by M1 units a different profile stronger long ranger weaker close
Critical kill now a timed ability
The unit has has no reason for 3 weapon slot. The weapon change will also allow the unit to transition from AI to AT as the progress with getting an addition bazooka from 1-3 at the game progress.
Reduce slots to 2
Elite bazookas now an upgrade and does not apply to rack weapons (or they can no longer get rack bazookas)
The ability is better suited for riflemen
Ability moved to rifle company
Ability now available to riflemen instead
The ability overlap with assault engineer.
Scrap the ability add assault engineers where needed
@Aza001 said:
@dukejason said:
@Aza001 said:
I hope that's the truth, @JohnT_RE , because in 2020 I did almost 10 reports (mainly teamkillers and I give many many proofs) and no action was taken. So I stopped to report.Now, lets try again... I just did a report of a toxic and racist player, and to be clear this time I'll daily check: let's see if you will really take actions or if you are simply bluffing
There is a new management team at relic so give john time and please be patient. I believe john is a man of his word.
Well... I'm here to say that you were right and to do my apologies if I doubted of @JohnT_RE words.
Thanks for your work guys
Cheers m8
@Tezozomoctzin said:
@Deamon said:
The fact that the pak 43 is almost Impossible to destroy is so Bullshit. The Pak 43 is so easy to destroy you only need one grenade or an Infantry Squad to Destroy it. And before u can spam Pak´s the enemy has already like 5 tanks and 6 other Infantry Squads.And about the point with the Sturmtiger this tank has enough downsides: He is slow,He needs sometime to shoot,his reloading time is very long and you need to hit it perfectly because every time one squad member survives. And think now about the Churchill AVRE this tank is the same like the Sturmtiger just better the crewmattes cant die when its reloading his armor are better im just shm.
There's this thing going on for PAK43, it's ignoring terrain. This thing can literally shoot through ANYTHING. And ability to neutralize it is critical giving it performance. And if you have indirect fire peppering your gun, then you can always invoke the leveling might of rocket artillery(Pazerwehrfer or Walking Stuka). You are building a gun that is beyond excellent. You have to have a weakness and a serious one at that. It would be easy to destroy with a single grenade if allies had grenades that reliably do damage. Right now you need something like a gamon or maybe soviet storms grenade; and it is still not guaranteed to do it the first time.
As for Sturmtiger.
This unit has enormous aoe radius, catastrophic damage, stun/suppression to everything in and beyond it's radius, 'delete infantry' ability and armor to go with it. Decrewing upon receiving damage while it is reloading is the least uncomfortable thing. Since it incentivizes a player to do it somewhere far from the frontline thus reducing frequency of shots. And if you get shot by kat while you are reloading 5 meters from the engagement that is not the unit's fault.
AVRE has small in comparison blast, turns slower and turret actually makes it harder to aim and switch targets, projectile flies slower, needs tight groups to ensure wipes and can at best stun or seriously damage only one armored target.
And on top of that whatever axis has against armored targets is way better and more reliable in pen than that what allies have. So levels of danger between poking with a Sturmtiger vs poking with AVER are completely different.
I don´t know if were in the same game because u dont need any Special Infantary. Every grenade is better then the german every time my lvl 5 or 3 Volks/Grenadier squad gets one hit every time. And when you throw a grenade at some allied troops they dont even lose a man in the squad.
Sturmtiger/chruchill AVRE. In my Opinion they should be like the same. But you cant say that the Sturm has a big AOE radius because im seing every time when im playing with this shit that soldiers in a squad survives and they are in the "delete" AOE radius. And than Prove me please why the Sturm tiger and the Pak is strong. Because i had so often that the Pak43 bounces or miss on a Sherman.
@seannybgoode said:
OKW is the strongest faction in the game easily. It's really difficult to look at this patch, see all the buffs for OKW, see all the nerfs for other factions, and say this is a balanced patch. This is just yet another laughable german bias patch from our 'community' balance team, that seem to be allergic to anything that's bad for the german experience.I'm +6 in OKW 2v2s right now, because fallshirms are still so laughably broken. Come on guys, this isn't balance, it's bias.
Why Should they be broken? Are still better than the German because: 1. You can Equip them with 2 Diffrent types of weapon: Thompson´s and 2 MG, 2. Both of the upgrades gives the Airborne troops a Special ability and they are really Strong. 3. you can Equip them with the weapons without being in your terretories. 4. They are Overall more Soldiers in the squads than in the germans. and the last thing is that with the Bazooka that they use it better than "normal" Infantary.
@yunusozgul said:
On the other hand, the Luftwaffe Officer shouldn't be able to call for an aerial smoke drop for free. In the current patch, the Smoke Bombs ability that is available for Storm Doctrine, German Mechanized Doctrine and Festung Support Doctrine costs only 40 Munitions, which is a bit cheaper than the other reconnaissance abilities like Reconnaissance Overflight. The ability itself also gives a quick vision and recharges so rapidly that can be used so often in-game. Therefore, it shouldn't be a free ability so as to restore the balance.
I bet you did not even read the beta changes carefully, did you? The Smoke ability from the Luftwaffe Officer will not give vision like other recon abilities. It just drops smoke.
Smoke artillery barrage replaced with Stuka Smoke Drop; grants no line of sight but has no munitions cost.
After using the 'Luftwaffe supply doctrine' for a fair little bit, I have some observations.
This doctrine should not have its Supply Drop Zone ability replaced with the Supply drop ability. As the rest of the doctrine has fairly powerful abilities, this doctrine doesn't also need the ability to near instantly get an MG and pak40 along with the fuel/munitions
Notes:
The strafe used by the Luftwaffe officer doesn't cause any suppression
The Heavy bombing costs 300 munitions and not 250 like the patch notes say