General balance and early game for germans

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    • #8234
      Sun1praxis
      Participant

      Hi guys,

      I must say the Wikinger team was sharp at work for the last patch to the point i felt writing on the forum became unnecessary. I get this “almost perfect” feeling when playing the mod now and it shows because for all the time I’ve spent playing these past few months I’ve seen lots of new players interested in the mod. And even for myself, i found the german factions more enjoyable than in the past. Since i care about this mod, I only say out loud what i think needs to be done for the next update even tough i talked about these things with many persons already.

      -US fighting position needs to be nerfed.

      -the soviet AA half-track has too much armor. I don’t know the historical facts about this vehicule but in my opinion it should have the same specs than the m16. For german players this can be a game winning unit right in the early stage if there isn’t opportunities to ambush it with a panzerfaust. I come back to talk about german that german early game.

      -Wermacht Flaming half-track needs a nerfed, to be more expensive in fuel or to be unlocked after tier 2 and 3.

      -Wermach infantry for linear docs is too weak in terms of health. I know these docs are to be put out at some point but for the sake of gameplay in the meantime that’d be nice.  I’d like to know more about their specs by the way. Gracias por adelantado Olhausen ^^

      -US infantry doc mortar pit lacks a lot of range in comparison with other mortars and mortar pits. Less actually than mortar teams. A bit more would make more sense

      -Okw 222s with coaxial cannons are useless. there is no moment where i feel this unit wont get destroyed in a second or to pay itself in damage. If it’s to be left like this i think it could enjoy more speed and range with less accuracy from far distances.

      Now to the german player early games. This doesnt apply of course for the freiwillingen and luftwaffe doc but for Artillery and Panzer. I’ve had a hard time to figure out this part playing the germans in many maps. I tough that i just don’t know how to play with them. But i was right: it’s simply impossible to play certain maps with them, and by certain i mean the opened center maps and the very small maps. What i’m thinking for the first 4 min is: i need to get an engineer! Which is by all mean insane since you would like to entrench yourself well positioned in the center and wait to get some AT but you simply don’t have the time. Even tough it might not be so historical, there’s a need for this mod  to deal, with a good range, AT damage to be able to play too many maps. I have some ideas of course. One being to allow the Luchs immediately after tier 3 building which is right available only after tier 2 and 3. Another one to allow some infantry unit to have panzershreks. Another one to allow for the small AT gun to be available at tier 1(helping dealing with the UCs and the 50 cals). And at last, give a freaking engineer unit for tier 2. I don’t think right now any players have played this mod more than me for the past 4 months. Let’s talk about this ^^

       

       

      • This topic was modified 5 years ago by Sun1praxis.
    • #8247
      Aydin
      Participant

      Bit of a side note, but really would like to hear more on #4. While I don’t feel German infantry is weak early game (quite the opposite sometimes), I’d like to hear more on how early game infantry is balanced. Especially since most have bolt actions, how do say, Volks compare to Conscripts to British Sappers?

    • #8250
      Sun1praxis
      Participant

      The infantry unit i am talking are the ones the Defense and Tank hunter have and i feel these units have less health for some reason. The damage output will be determined according the weapons of course. I am far from being able to give specific information regarding a comparison of all the units you are bringing up not being a modder ^^

    • #8268
      Olhausen
      Keymaster

      Hi Sun1praxis, first than nothing thank you for the good feedback. Lets see your points:

      1. I am not totally sure about what nerf needs the emplacement but I gess maybe the main problem is the .50 caliber with high penetration values, who can destroy infantry and light vehicles ? thats correct ?
      2. The soviet AA truck has the same armor than any other halftrack in game. I double check today for you just in case but I can not find anything wrong in my numbers.
      3. Yes agree with the flammehalftrack of def doctrine. I am going to nerf it for sure. I will try to do it for the next patch.
      4. About linear doctrines of the Wehrmacht and soviets: my team and I are working really hard to speed up the modding process. In a few more days we are going to release Tank Hunter doctrine. We are modding about 1 doctrine per month that why we are not going to invest time to tweak them. You will be added as beta tester for the next doctrine development then you will be more involve with us in the development.
      5. Mortar range for all mortars in game is calibrated regarding historical facts. I prefer to stay in this way.
      6. I think the Sdkfz 22x series will be better whe I calibre the .50 calibers. Right now the big problem with them is any .50 penetrate it and kill it pretty fast. Sadly not for this patch but it is in my notes.

      I will check the other points later. Cheers

    • #8278
      Sun1praxis
      Participant

      1-Us positions are too resistant like all the mortar pits and the AT positions. This has to be dealt with. They should have to be recrewed when attacked at least if not be destroyed with a satchel like MG nests.

      2- i guess theres very little that can be used to kill them in the early game, thats why the small AT gum thats OKW should be more powerful because thats the only thing that can take it out.

      4- i said that the infantry for tank hunter and def are less resistant than others. They just seem to die so much more faster than any other.

      5- the mortar range is fine honestly. The  dotted range limit for the US mortar though is inadequate. I just played a game against it and it should be nerfed by the way. It was one shoting all infantry units which is way too powerful. It was also very difficult to take out even with a panzer flamer.

      6-i do agree the 50 cal needs to be nerfed. The damage can stay that way but the suppression should take longer, the firing less accurate when moving and also deal less damage to vehicles in general. It should help the 222s to roam about the field more often ^^

       

       

       

       

       

      • This reply was modified 5 years ago by Sun1praxis.
    • #8298
      Morgoth
      Participant

      Hi, i do have the same feelings about some german squads, for example Grenadiers and Urban Assault Grenadiers (which are not useful tbh)   in Defence seems to be far less resistant than regular Volksgrenadiers.

      Newly redone Panzerjaeger are fun to play and have serious potential but i think that  Jaeger squad is a little bit to plain.  They could have a passive infiltration ( like 502 SS jaegers ) at least. That will match with their light infantry characteristics.   They could be also limited to 2, or max 3 squads and upgunned with rifle grenade upgrade.    The semi-elite Volksturm Squad  should offer something more for its price. At least some interesting ability, or “non raw firepower” upgrade.  It costs 2,5x much than regular volksturm squad, got 30mp replacement cost instead of 12 like in regular volksturm squad.

       

      In the case of flamethrower halftrack i think the only acceptable nerf is by increasing its cost (it’s dirt cheap now), and maybe increasing building time by several seconds. Changing tiers is bad option, because that halftrack is loosing it’s usefulness very quickly. To be honest countering that halftrack is not particularly difficult, but it demands some early at investments.

       

      50cals are way to powerful against armor. They got Armor Piercing round penetration values as a standard ball value. They are penetrating targets that should be absolutely invulnerable to them, like Puma’s frontal armor, or Luchs frontal armor.

    • #8310
      Sun1praxis
      Participant

      Ill just say i played a game as defense spamming these half-tracks against somebody that didn’t believe they weren’t that good. I ended up annihilating 3 squads with one half track on average. That’s cost efficient. I’ve even said to some players that i wouldn’t be playing against them if they played defense. I suggest a nerf meanwhile the replacing doctrine is being built

      I now understand how wikinger’s weapons work, especially why the 50 cal. truck is so good: it’s a mobile 50 cal. MG! Even though it reflects the real specs, there’s something we are not considering. But anyway i’ve much more trouble to use them now that the wermatch infantry is armed with AT so much, especially that panzer doc upgrade with homing effects for 35 mun which i think is fine.

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