Faustmann Balance Mod Release V1.03

User avatar
Razzmann
General
Posts: 7203
Joined: Fri 7 Mar 2014 15:29
Location: The land of flowing beer and Sauerkraut.
Contact:

Re: Faustmann Balance Mod Release V1.01

Postby Razzmann » Sat 4 Mar 2017 18:51

Version 1.1 is out! The Mod Manager should update your version once you start it.

Changelist here (again, all the changes are prettied up in the 2nd post of this thread):

15men squads (excluding Reservists):
Primary weapon shot reload reduced by 25%


FIAT 6616:
Prototyped

M1992:
Prototyped

STRV 122:
Reduced to 1 Card

Strv 102R:
Reroled into vanilla 121

Niebieskie Berety (‘90):
Changed to copy of Morskaya Pekhota (‘90)

Kanonenjagdpanzer:
AP reduced to 8

Q-5IA (naval tab):
Renamed to “FBM Version 1.01”

Shayetet Maglan:
Price reduced to 40pts done

Haebyung:
M72 Law replaced with M72A4 Law

Marder 1A3:
Price reduced to 30pts

Granicari:
Renamed to Izvidjači
M-57A2 replaced with Lrac F1
Given Zastava M76
Training changed to shock
Price increased to 20
Availability changed to (0/0/6/4/0)

Mornaricka Pes:
HP increased to 15
Price increased to 25
M-84 replaced with M-53
Availability changed to (0/0/12/8/0)

HN-45M Gama 2:
Igla-1 replaced with Igla reduce to 2

SO-105 Prist:
Range, RoF, HE, suppression, aim time changed to copy of M106A2 (4He mortar)

2S9 Nona:
Price reduced to 45pts

2S23 Nona-Svk:
Price reduced to 50pts

Fallskjermjeger:
Price reduced to 25pts

Gurkhas:
Price reduced to 25pts

Korps Mariniers ‘95:
Price increased to 40pts

Kustjägare ‘90:
Price increased to 40
Given access to XA-180
AT12T accuracy increased to 50%

Lots of bug fixes.

User avatar
Xeno426
Carbon 13
Posts: 11678
Joined: Tue 13 Mar 2012 21:27
Location: Acheron, Hadley's Hope
Contact:

Re: Faustmann Balance Mod Release V1.01

Postby Xeno426 » Sat 4 Mar 2017 20:21

Razzmann wrote:Q-5IA (naval tab):
Renamed to “FBM Version 1.01”

...huh?
Image
CloakandDagger wrote:And you're one of the people with the shiny colored name. No wonder the game is in the state it's in.

User avatar
Razzmann
General
Posts: 7203
Joined: Fri 7 Mar 2014 15:29
Location: The land of flowing beer and Sauerkraut.
Contact:

Re: Faustmann Balance Mod Release V1.01

Postby Razzmann » Sat 4 Mar 2017 20:26

Xeno426 wrote:
Razzmann wrote:Q-5IA (naval tab):
Renamed to “FBM Version 1.01”

...huh?

When we did the JH-7 change to cluster bombs, Kvasius had to do some work around, which included that he copied the Q-5IA payload onto it (at some point, the wheels on the JH-7 were the Q-5 ones, which looked really weird) which resulted in them sharing the loadout (we could change it back now but we don't see the point). 2 cards of high end cluster planes was too much so we just moved the Q-5 into the naval tab.
Because we use naval as a graveyard since then, we decided to just rename a unit to the current version of the mod so one can easily check what version one is playing on.

throwaway
Lieutenant
Posts: 1171
Joined: Fri 27 Feb 2015 21:23
Contact:

Re: Faustmann Balance Mod Release V1.01

Postby throwaway » Sat 4 Mar 2017 21:32

Razzmann wrote:Strv 102R:
Reroled into vanilla 121


I used that unit :evil: :evil:

User avatar
Partibrejker
Command Sergeant Major
Posts: 327
Joined: Sun 22 Feb 2015 22:14
Location: Elektronska Industrija, Yugoslavia
Contact:

Re: Faustmann Balance Mod Release V1.01

Postby Partibrejker » Mon 6 Mar 2017 04:05

Razzmann wrote:Version 1.1 is out! The Mod Manager should update your version once you start it.

Changelist here (again, all the changes are prettied up in the 2nd post of this thread):



Granicari:
Renamed to Izvidjači
M-57A2 replaced with Lrac F1
Given Zastava M76
Training changed to shock
Price increased to 20
Availability changed to (0/0/6/4/0)



Lots of bug fixes.


*Izviđači

đ isntead of dj :)
besides that m76, ohhh momma <3
Spoiler : :

Larc
Private
Posts: 3
Joined: Wed 9 Mar 2016 06:08
Contact:

Re: Faustmann Balance Mod Release V1.01

Postby Larc » Mon 6 Mar 2017 06:02

Im probably blind, but where does the optional icon pack go in the file?

User avatar
Razzmann
General
Posts: 7203
Joined: Fri 7 Mar 2014 15:29
Location: The land of flowing beer and Sauerkraut.
Contact:

Re: Faustmann Balance Mod Release V1.01

Postby Razzmann » Mon 6 Mar 2017 09:14

Larc wrote:Im probably blind, but where does the optional icon pack go in the file?

Just run the .exe.

Larc
Private
Posts: 3
Joined: Wed 9 Mar 2016 06:08
Contact:

Re: Faustmann Balance Mod Release V1.01

Postby Larc » Mon 6 Mar 2017 22:59

Just run the .exe.

Thanks for the help.

Karenin
Sergeant
Posts: 74
Joined: Fri 19 Sep 2014 16:56
Contact:

Re: Faustmann Balance Mod Release V1.01

Postby Karenin » Thu 9 Mar 2017 00:05

I dont know if this is necessary as workaround or something, but Gebirgsjäger are using the same TypeUnit Descriptor like NOR Fallskjermjagers 75. The wrong name is only shown when in a transport though, so it may be a "whatever" sort of affair.

User avatar
Mako
General
Posts: 7351
Joined: Sun 5 May 2013 20:00
Location: Cascadia
Contact:

Re: Faustmann Balance Mod Release V1.01

Postby Mako » Thu 9 Mar 2017 00:52

Have you guys considered rebalancing line infantry AT via ammunition?


For example, give a unit using the M72 something like 16 ammo, since each man in the squad can easily carry 2 LAWs.

For a unit using one of the heavy launchers like APILAS or LAW-80, give them reduced ammo due to the massive weight and just how accurate and powerful the launchers are. (They're heavier than an AT-4 which is already like thrice an M72)


This would be a way to balance the line 90's line infantry a little bit better between the good and bad launchers.

It's a way to make the bad launchers more useful, and the good launchers less OP on lines so you don't have the strange 20 pt line infantry like you do currently.

Ex: Pnzgren 90, 15 pts but with only 3-4 Pzf-3 ammo or Chasseurs 85 with 3-4 APILAS.


That way line infs having a good launcher is not super oppressive since they'll run out of ammo on transports quickly enough.


------------

AT-12T should have 65 or 70% accuracy realistically, had a big digital fire control computer sight on it.
If there's two kinds of players, those that like challenges and those that want a fair game, pubstomps should make everyone happy.

Who is online

Users browsing this forum: No registered users and 3 guests