Faustmann Balance Mod Release V1.03

User avatar
Razzmann
General
Posts: 7213
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 » Thu 27 Apr 2017 12:46

damoj wrote:Infantry specifically, but certainly curious about any non-plane napalm unit (obviously excepting Burrito).

It seems like making launchers or throwers a third weapon after AT/MANPAD might be an interesting idea, fwiw.

Hmm. We will probably look into other napalm artillery, not sure about infantry and flame tanks yet.

Hardcounter infantry like flamethrowers are a bit awkward to balance, in Wargame they tend to be either too weak or too strong. But we will see, we are currently still busy casting the remaining games of the tournament (we are having lots of trouble being available at the same time) before we work on the next patch.

User avatar
damoj
Master Sergeant
Posts: 197
Joined: Mon 26 Sep 2016 10:07
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby damoj » Thu 27 Apr 2017 12:56

Razzmann wrote:
damoj wrote:Infantry specifically, but certainly curious about any non-plane napalm unit (obviously excepting Burrito).

It seems like making launchers or throwers a third weapon after AT/MANPAD might be an interesting idea, fwiw.

Hmm. We will probably look into other napalm artillery, not sure about infantry and flame tanks yet.

Hardcounter infantry like flamethrowers are a bit awkward to balance, in Wargame they tend to be either too weak or too strong. But we will see, we are currently still busy casting the remaining games of the tournament (we are having lots of trouble being available at the same time) before we work on the next patch.


Thats cool, enjoying the content btw. :mrgreen:

User avatar
FrangibleCover
Lieutenant
Posts: 1264
Joined: Mon 14 Nov 2016 21:34
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby FrangibleCover » Thu 27 Apr 2017 14:09

damoj wrote:It seems like making launchers or throwers a third weapon after AT/MANPAD might be an interesting idea, fwiw.

I think that's a good idea so long as it's terrible AT or MANPADS. L1A1/M9 Flamethrower/M72 Assault Pioneers could be decent, QBZ-81/PF-89/Type 74 Flamethrower Fáng Huà Bīng are a bit much.
[Non-included Nation] Belgium - Now with Spreadsheet!
[Non-included Nation] Pakistan

User avatar
Holy_crap
Second-Lieutenant
Posts: 908
Joined: Fri 26 Oct 2012 21:25
Location: Putsie Capital Planet
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby Holy_crap » Fri 28 Apr 2017 00:03

Saperzy Sturmowi god tier kurwa capitalist shit removers.
Leader of the glorious Putsie Federation. Saucer 1st Class.
Image
Steam - Tactical Tile Placement

User avatar
damoj
Master Sergeant
Posts: 197
Joined: Mon 26 Sep 2016 10:07
Contact:

Re: Faustmann Balance Mod Release V1.03

Postby damoj » Mon 1 May 2017 00:02

FrangibleCover wrote:I think that's a good idea so long as it's terrible AT or MANPADS. L1A1/M9 Flamethrower/M72 Assault Pioneers could be decent, QBZ-81/PF-89/Type 74 Flamethrower Fáng Huà Bīng are a bit much.


Precisely what I was thinking, I'd love Assault Pioneers in their M113 Miniguns to have a shitty LAW to reasonably respond to Cat C armour or shitty 5pt transports, instead of absurdly getting murdered by a BMP-1 or M113, etc.

Holy_crap wrote:Saperzy Sturmowi god tier kurwa capitalist shit removers.


Absolutely. Now imagine if they had an RPG-16 or the like. Might actually be worth taking in a competitive deck. ((((((kurwa intensifies)))))

Who is online

Users browsing this forum: No registered users and 5 guests