Faustmann Balance Mod Release V1.03

User avatar
Razzmann
General
Posts: 7251
Joined: Fri 7 Mar 2014 15:29
Location: The land of flowing beer and Sauerkraut.
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby Razzmann » Mon 3 Apr 2017 17:35

oceans wrote:
Razzmann wrote:
oceans wrote:what about Su-25T-situation ? :D

No patch until the tournament is over to avoid issues that might arise that way.



how does it happen that there's no mention about this change in the patch log and players get to know about nerf of the unit's key parameter post factum, during the tourney?

We simply forgot to mention it, it happens. The change happened early February already, with the last change being 8 days before the tournament.
Yes it was a mistake on our part, but it is not like there was not enough time to check units you frequently use. For example, we got notified of the T-72BU having wrong accuracy values and other wrong stats.
Last edited by Razzmann on Mon 3 Apr 2017 17:38, edited 1 time in total.

User avatar
Xeno426
Carbon 13
Posts: 11761
Joined: Tue 13 Mar 2012 21:27
Location: Acheron, Hadley's Hope
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby Xeno426 » Mon 3 Apr 2017 17:37

It's not easy being Eugen, is it? :D
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: 7251
Joined: Fri 7 Mar 2014 15:29
Location: The land of flowing beer and Sauerkraut.
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby Razzmann » Mon 3 Apr 2017 17:38

:|

User avatar
Fade2Gray
General
Posts: 7948
Joined: Wed 1 May 2013 23:30
Location: IED proof in Iraq
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby Fade2Gray » Tue 4 Apr 2017 13:12

Is there a Steam group for the mod by chance?

Any chance of a preview of ideas for upcoming updates?
Image
Image
Think you have what it takes to enlist into the military? You sure about that?

Random
Captain
Posts: 1509
Joined: Thu 31 Jan 2013 19:05
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby Random » Tue 4 Apr 2017 14:42

Any reason why you did not get rid of the 5 point increments? That would create so many options. Otoh also a lot of work/rebalancing, so I guess I understand one of the reason you might chose not to do it.

Also I would have liked an artillery-like unit with 3-4 min aimtime and a lot of HE (think 10HE with a spread and number of shots that would reliably kill all infantry in a certain area, yet not kill or significantly damage any heavier tanks) cost 50 pt, reloadtime 40 min. Also Basically something that could remove entrenched infantry. Obv it would not be realistic/ it would be a model of having a single artillerystrike you could buy. It would counteract bad mapdesign where you can create very static gameplay by fortifying a city ( see mud fight, nuclear winter, for example). Also I would adjust CV-prices to make it unviable to snipe CVs with it, especially Tank-CVs. And while we are at it I would decrease CV-prices across the board. Getting more victorypoints should be reward enough for CVsniping, especially if we consider that security will be lighter considering a CV-loss will be less damaging.

User avatar
Harout
Sergeant First-Class
Posts: 100
Joined: Sun 18 May 2014 16:46
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby Harout » Tue 4 Apr 2017 15:24

You have my appreciation for continuing Wargame development. I am saddened that this great endeavor isnt based on national decks.
Image

User avatar
damoj
First Sergeant
Posts: 216
Joined: Mon 26 Sep 2016 10:07
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby damoj » Tue 4 Apr 2017 15:30

I had an idea about the ANZAC Commandos.
Perhaps to reduce the prevalence of Commando spam, and to encourage the use of other Commonwealth Shock infantry, they could be turned into 15-man squads with an appropriate 5 or even 10 pt price nerf.
I think that would work pretty well with the 15 man DPS buff in this mod.

User avatar
Razzmann
General
Posts: 7251
Joined: Fri 7 Mar 2014 15:29
Location: The land of flowing beer and Sauerkraut.
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby Razzmann » Tue 4 Apr 2017 15:43

Fade2Gray wrote:Is there a Steam group for the mod by chance?

Nope, we found a Steam group a lot less practical than discord.

Fade2Gray wrote:Any chance of a preview of ideas for upcoming updates?

Eh, nothing major that I could say now, we want to wait for the tournament to conclude first.
We have some rough plans of what might come, but I don't want to say anything just for it to not happen after all.

damoj wrote:I had an idea about the ANZAC Commandos.
Perhaps to reduce the prevalence of Commando spam, and to encourage the use of other Commonwealth Shock infantry, they could be turned into 15-man squads with an appropriate 5 or even 10 pt price nerf.
I think that would work pretty well with the 15 man DPS buff in this mod.


Not gonna say whether I (dis)like this, but that is the type of stuff that we look into after the tournament.

E.g. Commandos '90 still have a pre-patch Carbine, but we did not want to standardise it before the tournament, since Commonwealth really relies on it.

Harout wrote:You have my appreciation for continuing Wargame development. I am saddened that this great endeavor isnt based on national decks.


Sorry :| .

User avatar
damoj
First Sergeant
Posts: 216
Joined: Mon 26 Sep 2016 10:07
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby damoj » Sun 9 Apr 2017 11:20

Universal 10pt Line Infantry: yay or nay?

User avatar
Razzmann
General
Posts: 7251
Joined: Fri 7 Mar 2014 15:29
Location: The land of flowing beer and Sauerkraut.
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby Razzmann » Sun 9 Apr 2017 11:47

damoj wrote:Universal 10pt Line Infantry: yay or nay?

Define universal.

Who is online

Users browsing this forum: No registered users and 3 guests