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- -- Final Changes --
- In the past I used to send you specific changes but this time around I'll take a different approach.
- 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.
- - Global -
- - Rate of fire buff for all T-55s to 8ROF
- - 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
- 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
- you compare it to 15pt autocannon transports. It also solves a major problem with USSR by making their inf slighty more cost effective.)
- - Increase aim time of all rocket pods (this also indirectly nerfs helo rushes)
- - 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
- Front/USSR Motorized.
- - 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.
- 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
- HE/Cluster rockets for unique flavor)
- - 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
- effective and punishes players for scouting. To offset the balance, all combat recon vehicles should have their stealth removed. Infantry, jeeps, and
- unarmed recon should retain their stealth.
- - Remove Entente Coalition. Yugo is basically a standalone nation as it stands, Entente adds too much flexibility and plugs the already minor weaknesses of
- Yugoslavia.
- - Planes vs Superheavies -
- 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
- 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
- and make the game feel more like a MOBA where the game is dependant on a few expensive units.
- Proposals:
- - Revert the availability for all superheavies to 2 per card (Challenger 2, Moderna, etc)
- - Introduce a call-in timer for planes (5 sec for ASF, 10 sec for Bombers/Sead/ATGM/Rocket Planes)
- - 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
- not better than heavy radar SAMs)
- 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
- point-and-click ATGM jets. Buff certain SEAD planes if necessary.
- - Specializations Rebalance aka #MakeMotoGreatAgain -
- As previously mentioned, the tank availability buffs put specialized decks in the corner. My proposals aim to bring specialized decks in line with the
- current meta in order to make them viable competitive choices while still having drawbacks.
- Mech:
- 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
- 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,
- this has made mech even worse. Here's my proposal:
- - Unlock all heavy tanks except supearheavies for Mech (Leo 2A4, M-91 Vihor, Chally 1 Mk3, you get the point...)
- - Remove 2 inf slots to offset the balance, reasoning being that Mech currently gets access to infinite infantry in 5pt transports that promotes spam
- gameplay which ironically doesn't even work in the current meta.
- Moto:
- 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,
- better support in the form of IFVs, AND access to heavier tanks. Here's my proposal:
- - Give Motorized +2 inf slots
- - Ensure every coalition has access to high-AP high-ROF AT launchers on line inf where possible (Fusiliers '90 for everyone!)
- 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.
- - #MakeRDGreatAgain -
- 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
- 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
- solve the key problems with RD.
- - 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
- area of denial like most other coalitions)
- - 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
- 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)
- - Buff the Type-81 LMG
- - Introduce a new unit, the HQ-61A with 4 missiles (forgot the name)
- - The great JH-7 rerole:
- Current planes:
- JH-7: 2 hardpoints under the wings, 2 hardpoints on wingtips
- JH-7A Feibao: 3 hardpoints under the wings, 2 on wingtips
- The reroles:
- 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
- point-ish)
- 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
- original JH-7, adjust price (160 point-ish)
- Would solve several issues:
- Would give Red Dragons a "draw unit", a unique and flavourful unit that makes RD attractive.
- Would give Redfor a good cluster bomber (currently only Bluefor has useful ones).
- Gives Red Dragons a somewhat reliable way to deal with tanks outside of the T-90.
- -Eurocorps-
- 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
- recent Jäger nerf have hurt a lot.
- Combined with the lack of any good fire support, the deck has big problems dealing with infantry.
- 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.
- The Infantry issue:
- Since there is no option to give them any top tier firesupport, Eurocorps will have to rely on its mediocre infantry.
- Proposed buffs:
- - Give Jäger the Blindicide and make them 10 pts (preferred change)
- or
- - Give Jäger the "H&K G3KA4" (used by Fernspäher), which is an Assault Rifle with Battle Rifle range and suppression (very flavourful! also nice)
- or
- - Nerf Pzf 44 and make Jäger 10 points again (also prefferred, but might conflict with realism)
- or
- - 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)
- additional changes that are nice, but won't solve the issue:
- - Give Panzergrenadiere '90 the "H&K G3KA4"
- The "dealing with super heavy tanks" issue:
- - 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
- being a rather slow plane while not having F&F missles)
- or
- - 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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