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  1. -- Final Changes --
  2.  
  3. In the past I used to send you specific changes but this time around I'll take a different approach.
  4. I'll list all the current problems in the game along with a reasoning as to why they're problematic and a general idea as to how to fix them.
  5.  
  6.  
  7.  
  8. - Global -
  9.  
  10. - Rate of fire buff for all T-55s to 8ROF
  11.  
  12. - BTR-60s to 10pt (Reasoning: with the IFV rebalance the problem with the BTR-60 is more evident than ever. It also makes the Yugo transports problematic
  13.  
  14. since their only wheeled option is the BTR-60. It's not like the 1AP can be abused specially when you look at the NM-135 and Finnish BMP-1, even moreso when
  15.  
  16. you compare it to 15pt autocannon transports. It also solves a major problem with USSR by making their inf slighty more cost effective.)
  17.  
  18. - Increase aim time of all rocket pods (this also indirectly nerfs helo rushes)
  19.  
  20. - Open up the T-72 line for Redfor Motorized, realistically T-72s were assigned to Motorized formations and this will also buff Eastern Block/Baltic
  21.  
  22. Front/USSR Motorized.
  23.  
  24. - Reroll ATACMS into HE M270 (Reasoning: ATACMS is just a meme unit that breaks tactical 10v10 games and has no place in a competitive setting anyways.
  25.  
  26. Rerolling it to an HE M270 would also give NORAD a very good suppression tool that they currently lack for attacking. Alternatively you can give it a mix of
  27.  
  28. HE/Cluster rockets for unique flavor)
  29.  
  30. - Remove revealed units indication. Units in cover spotted by recon stop blinking and let the player know that their unit is spotted. This makes recon less
  31.  
  32. effective and punishes players for scouting. To offset the balance, all combat recon vehicles should have their stealth removed. Infantry, jeeps, and
  33.  
  34. unarmed recon should retain their stealth.
  35.  
  36. - Remove Entente Coalition. Yugo is basically a standalone nation as it stands, Entente adds too much flexibility and plugs the already minor weaknesses of
  37.  
  38. Yugoslavia.
  39.  
  40.  
  41.  
  42.  
  43. - Planes vs Superheavies -
  44.  
  45. The way I see it, the availability buff to superheavies was largely done to offset the lethality of high-end ATGM jets. This has had bad side effects in
  46.  
  47. that it has made specialized decks largely useless in a competitive setting. Especially now after the Reds DLC I think superheavies are far too available
  48.  
  49. and make the game feel more like a MOBA where the game is dependant on a few expensive units.
  50.  
  51. Proposals:
  52.  
  53. - Revert the availability for all superheavies to 2 per card (Challenger 2, Moderna, etc)
  54.  
  55. - Introduce a call-in timer for planes (5 sec for ASF, 10 sec for Bombers/Sead/ATGM/Rocket Planes)
  56.  
  57. - Slighty buff the range of all heavy radar SAMs (this also indirectly solves the problem of the Neva M1T, it's supposed to be better than the EOTS Hawk but
  58.  
  59. not better than heavy radar SAMs)
  60.  
  61. This should make superheavies be more balanced with the rest of their counters while at the same time ensuring that they can't be deleted as easily by
  62.  
  63. point-and-click ATGM jets. Buff certain SEAD planes if necessary.
  64.  
  65.  
  66.  
  67.  
  68. - Specializations Rebalance aka #MakeMotoGreatAgain -
  69.  
  70. As previously mentioned, the tank availability buffs put specialized decks in the corner. My proposals aim to bring specialized decks in line with the
  71.  
  72. current meta in order to make them viable competitive choices while still having drawbacks.
  73.  
  74. Mech:
  75.  
  76. Mech used to be the dominant deck choice because of all the infantry slots and cramped maps we had in the past. That has now changed as maps have become
  77.  
  78. more open which has indirectly made mech a pretty bad choice in a competitive setting. Also considering the game has drifted more towards heavy tank play,
  79.  
  80. this has made mech even worse. Here's my proposal:
  81.  
  82. - Unlock all heavy tanks except supearheavies for Mech (Leo 2A4, M-91 Vihor, Chally 1 Mk3, you get the point...)
  83.  
  84. - Remove 2 inf slots to offset the balance, reasoning being that Mech currently gets access to infinite infantry in 5pt transports that promotes spam
  85.  
  86. gameplay which ironically doesn't even work in the current meta.
  87.  
  88. Moto:
  89.  
  90. Moto's strong point should be infantry offset by lack of tanks. Currently this is not reflected in the game especially considering Mech gets more infantry,
  91.  
  92. better support in the form of IFVs, AND access to heavier tanks. Here's my proposal:
  93.  
  94. - Give Motorized +2 inf slots
  95.  
  96. - Ensure every coalition has access to high-AP high-ROF AT launchers on line inf where possible (Fusiliers '90 for everyone!)
  97.  
  98. Spamming inf in Moto won't be as effective as Mech since Moto has a cost penalty for faster transports making inf spam much less cost-effective.
  99.  
  100.  
  101.  
  102.  
  103. - #MakeRDGreatAgain -
  104.  
  105. Red Dragons suffer mainly from an infantry perspective and lack of key units in important areas where they had them irl. They also have problems dealing
  106.  
  107. with planes (although the Su-27 buff was really nice, their ground anti-plane AA leaves lots to be desired). Although the tank changes are nice, they don't
  108.  
  109. solve the key problems with RD.
  110.  
  111. - Konkurs inf for NK (it's both realistic and a huge buff to RD considering they don't have decent ATGM inf. This will ensure RD has the ability to set up
  112.  
  113. area of denial like most other coalitions)
  114.  
  115. - Rename Zhanshi '85 to Zhanshi '90, give them the PF-89, give access to ZSL-56 (Reasoning being that RD inf is terrible at dealing with armor in woods
  116.  
  117. aside from the Lu Zhandui which nobody uses anyways. This change will give redfor a Fusiliers '90 equivalent and a way to stop armor in forests)
  118.  
  119. - Buff the Type-81 LMG
  120.  
  121. - Introduce a new unit, the HQ-61A with 4 missiles (forgot the name)
  122.  
  123. - The great JH-7 rerole:
  124.  
  125. Current planes:
  126. JH-7: 2 hardpoints under the wings, 2 hardpoints on wingtips
  127. JH-7A Feibao: 3 hardpoints under the wings, 2 on wingtips
  128.  
  129. The reroles:
  130. JH-7 model -> JH-7 Feibao: 2 SEAD missiles under the wings, 2 PL-8s on the wingtips, keep ECM and stealth of the original Feibao, adjust price (125
  131.  
  132. point-ish)
  133. JH-7 Feibao model -> JH-7: 24x cluster bombs ("250-1" found on the Q-5IA) (4 on each wing hardpint), 2 PL-8s on the wing tips, keep ECM and stealth of the
  134.  
  135. original JH-7, adjust price (160 point-ish)
  136.  
  137. Would solve several issues:
  138. Would give Red Dragons a "draw unit", a unique and flavourful unit that makes RD attractive.
  139. Would give Redfor a good cluster bomber (currently only Bluefor has useful ones).
  140. Gives Red Dragons a somewhat reliable way to deal with tanks outside of the T-90.
  141.  
  142.  
  143.  
  144.  
  145. -Eurocorps-
  146.  
  147. The deck currently suffers from several problems. It used to be the top tier deck for infantry but the early Panzergrenadiere price nerf and the fairly
  148.  
  149. recent Jäger nerf have hurt a lot.
  150. Combined with the lack of any good fire support, the deck has big problems dealing with infantry.
  151. On top of that, it has no counter to enemy super heavies outside its own super heavies which are arguably both slightly weaker than what most decks have.
  152.  
  153. The Infantry issue:
  154.  
  155. Since there is no option to give them any top tier firesupport, Eurocorps will have to rely on its mediocre infantry.
  156. Proposed buffs:
  157.  
  158. - Give Jäger the Blindicide and make them 10 pts (preferred change)
  159. or
  160. - Give Jäger the "H&K G3KA4" (used by Fernspäher), which is an Assault Rifle with Battle Rifle range and suppression (very flavourful! also nice)
  161. or
  162. - Nerf Pzf 44 and make Jäger 10 points again (also prefferred, but might conflict with realism)
  163. or
  164. - Make Jäger 10 points without any change to them (might be fine with all the armour buffs, but could also open a new can of worms)
  165.  
  166. additional changes that are nice, but won't solve the issue:
  167.  
  168. - Give Panzergrenadiere '90 the "H&K G3KA4"
  169.  
  170.  
  171. The "dealing with super heavy tanks" issue:
  172.  
  173. - Give Super Etendard a 2nd missile (on the other wing) and reduce the ToT to 60s. On that wing it normally carries the fuel tank. (Preferred due to it
  174.  
  175. being a rather slow plane while not having F&F missles)
  176. or
  177. - Rerole F-4F Peace Rhine to F-4F KWS LA (20%->40% ECM, AGM-65Ds -> AGM-65Gs (30AP, 60%acc)). Much stronger than the first change obviously.
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