White phosphorus, US infantry, incendiary mortar and all of that jazz.

Home Forums General Discussion Balance Discussion White phosphorus, US infantry, incendiary mortar and all of that jazz.

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    • #10777
      Death_Kitty
      Moderator

      Special thanks to Gamecks for pointing out some things I had no considered, and helping me test some stuff.

      So lets get some stuff out of the way real quick: buff the damage of the PTRS. Its far too low right now. I think almost everyone agrees on this one.

      OK, meat of the think piece:

      Originally, I thought that White Phosphorus (WP from now on) was the greatest problem in the balance of the mod. Turns out this is not completely true. Incendiary ammunition is also still a major issue for balance overall.

      • The issue is that the incendiary barrage fires three bombs with no spread. While they no longer instantly murder tanks, they DO destroy any defensive emplacement that the allies can build. That’s right, for one click, a little muni, that expensive 17 pounder emplacement could be gone.  Nerf the bomb count to 1, possibly nerf the building damage, increase the cool-down to 200 seconds for all barrages (so it is not a no-brainer to use)

      That said, there are some issues with WP in the US infantry doctrine…

      • I think the effects of WP are fine, I just think the grenades are available on too many units
        • the only units that should have WP are: ranger demolition squad and ranger assault squad with the throwable WP grenades.
        • Riflemen promoted by officers should be the only WP rifle grenade
        • the WP unlock itself should cost more than 1 CP. It should cost 4 CP, which will allow you guys (the devs) to make ranger unlocks cheaper (2 CP to unlock rangers, 2 to unlock the assault team
        • The rifleman tree needs to be reworked. At this point, just buff repple depple. Less cost, longer duration. The rapid reinforcement unlock is broken though (does not work on existing squads)  and needs to be replaced, preferably with something that makes the US infantry doctrine riflemen more unique compared to other doctrines.
      • Finally… why does the jagdtiger have S-mines!? Why does the heavies, most armored, most deadly (to other tanks) vehicle in the game have S-mines that make infantry flanks impossible? Please remove them.

       

    • #10778
      123nick
      Member

      i agree with a lot of things said here.

      About repple depple,i think making it replace a squad on 5 models lost instead of 6 ( a whole squad) would make it FAR easier too capitalize on, along with other slight changes (no limit too replacements, and longer duration cheaper cost as you said)

      and imo, i think the 2nd liutenant promotion could maybe use a bit of a bigger stat buff. a riflemen squad with that upgrade and bar and m1919 should def be able too win a cover fight vs panzergrenadier squad- ie, the 2  squads in green cover at long range. preferably they should be able too do it without having too fire off a WP rifle nade all the time. as of right now, you pay the same ammount of CP for defensive gebirgs, so if they can beat gebirgs then they are worth their CP cost.

      Idk about increasing WP cost from 1 too 4, thats a bit much. now its something you get after8 CP  total investment. yes, the 107mm mortar is good, and if the incendiary mortar halftrack no longer hard counters it, it will be a very good emplacement indeed. but still, i think maybe 3cp would be better. this can still free up some CP too reduce lack luster unlocks- ie, id make all the unlocks on the riflemen tree 1 cp, which is only the last one that is 2 CP, and then reduce the CP cost of rangers from 4 too 3. ofc this may just be me using WP too much, so take what i say with a grain of salt. but preferably, US inf should now be expected to be capable of doing basic things like pushing and defending, without needing a 8/7cp total unlock, because those arent typically very asccesisble. if i still need WP too do stuff like push or apply pressure on the enemy frontlines, then something obv needs a buff.

       

      maybe the rapid reinforcement replacement could be replaced with something that has all riflemen at vet 1? similar too how pzgren has something that makes all the pz 4s vet 1 (im p sure they do atleast).

       

      these changes are all well and good, the only thing they miss is making rangers more worth while. for taking up a big chunk of the tree, they do feel sort of underperforming. its mostly because their lack of versatility- only close range troops, that will probably lose too panzerfusiliers or ss-grens at long range, even the ranger command squad feels a bit fragile but i havent used them recently and with the model HP rework they might be durable now. i mostly use the unlock for the xylophone barrage.

      maybe just give the ranger command squad one marksman, armed with a sniper, like gebirgs or the russian guard? rangers were trained in long range marksmanship IIRC. this would help them atleast in terms of being capable at long range- you can make the unit limit for the actual ranger sniper 1 if you dont want US inf too sniper spam after this, but having a durable unit that can actually win a fight vs other squads at long range would be nice. and 1 marksman rifle wouldnt invade on the riflemen promotion’s territory so much since its still 1 marksman rifle vs 2 bars and 1 m1919, and the WP rifle men. it just makes US rangers not only a 1 trick pony.

      hopefully this doesnt come off as too US-inf biased 😛

    • #10786
      Olhausen
      Keymaster

      Guys, first than nothing thank you very much for your feedbacks. After reading them I decided to do the follow:

      1. Increased the cost of White Phosphorus ammo. Before 1 now 2 CP
      2. Decrease the cost of Battlefield Commission. Before 2 now 1 CP
      3. I work hard to fix the problem with the riflemen rapid deployment. Now all riflemen in the field will get the reinforce bonus.
      4. Decrease the damage of incendiary mortar barrage vs buildings and defensive position by 50%
      5. Decrease the damage of Zis 3 incendiary barrage by 25% to maintain the incremental ratio.

      I do not change the Unlock price of Rangers because I like the idea of player goes first for the non super elite infantry. Was our original design with the Wikinger team.

       

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