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-sandbags on CEs seems not necessery
-sandbags on volks are good as they are imo
-idk if i wouldnt prefer 28 or 27mp reinforce on spios instead of 7 popcap,
-m3 shouldnt heal imo
-i love the ostheer and okw tech change, i would consider also making BP2 115fuel
-valentine change is so good
-pack howie change <3
-id like to see some slight IS nerf or at least make brits start with REs and remove self repair from UC then
-id like to see 15fuel cost on every LV or at least 10fuel... not fair UC or wc51 cost none and 221 or m3 do
-making pios transfer slightly better into lategame would be nice too, cuz theyre pretty useless or at least make them 23mp to reinf like you made with REs
-idk why ambu should have more hp if medics get buffed tbh
-also would consider putting pgrens into t2 again... but with BP1 10fuel cost increase it may be too much
-also would make AEC cost 70/75 fuel without tech to unlock it so it isnt cheap to rebuild
-why comet has WP round and grenade...
thats my ideas, tho consider i hate ukf with all my heart and would love to see them removed completely... also "-Formation set to Infantry Section" what does it mean
UKF Resupply Half-Track
-Weapon drop requirements removed
ISU-152
-ISU 152 rear armor from 150 to 120
M4A3 Sherman E8
AOE distance from 0.75/1.25/1.875 to 0.5/1.25/1.875
M8 Scott
-Barrage scatter max from 10 to 7
Unit has now received a free Timed HE ability as a test which shares a cooldown with the standard barrage.
Timed AOE Stats
-Barrage AOE 6
-Barrage penetration 75
-Barrage AOE distance 0.75/0.6/0.25
-Barrage AOE distance 0.5/1.5/5
-Barrage scatter max 7
-Barrage scatter 6
Katyusha
-Creeping Barrage rockets no longer scatters will fall exactly in the line like other creeping barrages; no scatter
Stuka Rockets
-Penetration from 0 to 60
-AOE penetration from 200/180/162 to 40/40/40
-Drop-rate from 33% to 15%
Penal Battalion
-PTRS Rifles can allow an additional 2 PTRS Rifles for 50 munitions once the Mechanized Armor Company has been built
-Penal PTRS can be dropped
Osttruppen
-Call in timer from 25 to 35
AEC
-Build time from 45 to 60
Churchill Infantry Tank
-Grenade no longer locked behind veterancy
M2HB 50cal
-Ready-aim time from 0.375/1 to 0.125
Sherman M2HB (All Variants)
-Upgrade time standardized to 35
-Cost standardized to 60
-Damage profile of 76mm 50cal standardized to standard M4A3 75mm 50cal
Penal Battalion
-Veterancy 3 Received Accuracy from -15% to -23%
-'To The Last Man' change: The bonuses received from being reduced to 4 and 2 men respectively: Accuracy: 4% to 8%; Cooldown from -3% to -10%; Received Accuracy from -3% to -10%; These bonuses stack with the previous modifiers offered for losing models.
-'To the Last Man' For being reduced to 5, 3, and 1 model: Accuracy: 4% to 5%; Cooldown from -3% to -5%; Received Accuracy from -3% to -5%;
-PTRS Rifles can allow an additional 2 PTRS Rifles for 50 munitions once the Mechanized Armor Company has been built
-Penal PTRS can no longer be dropped
1910 Maxim
-Maxim Suppression from 0.000065 to 0.0000675
Panzer IV Command Tank
-Now has a smoke shot ability available
-Can now activate recon mode, disabling main gun for increase sight; does not stack with spotting scopes
-Aura now only affects the owning player's units
How does spotting scope on Command Pz4 + Binoc work?
- I'd appreciate Sherman name standardisation?
M4A3 : M4A3/75
Sherman 76 : M4A3/76
Sherman E8 : M4E8/76
Because M4A3, Sherman 76, and so forth is unintuitive.
While we're at it, I'd appreciate if conscripts and Penals changed models.
Penals are barely dressed.
Conscripts have full uniforms.
... Makes no sense.
I'd also like Penals being renamed to Regulars or Strelski :)
I like most changes.
Not sure about brit infantry nerfs.
Using that logic, shouldn't grenadier also be unable to make bunkers until T1 ?
Like MirageFla's Balance mod v 1.67
-Veterancy 2 now provides a 20% accuracy boost; does not affect command tank variant
PM-41
-Distance scatter max from 5 to 7
-Scatter angle from 6 to 7
81mm Mortar
-Scatter angle from 6 to 7
-Distance scatter max from 6 to 7
M1 81mm Mortar
-Scatter angle from 6 to 7
-Distance scatter max from 6 to 7
120mm Mortar
-Population from 10 to 9
Bug Fixes
-Fixed an issue where the 120 would need to reset during the initiation barrages, even if the weapon's arc was aligned to the target
Is it +20% when immobile, or +20% on the move? (or Both?)
Don't the Panther and the SturmPioneer feel kind of busy in the buff departement?
- Panther's got every possible advantage possible.
Health, Armor, Penetration, Turret, Speed, Blitz/Smoke/Scope/Hulldown.
+20% chance to hit is a MASSIVE buff. Should cost way more, at least.
I'd rather the Panther get a damage buff (to 200?) than a +% hit buff.
And it should come with an added cost.
Germans could maybe get a buff when immobile, as they had superior optics.
Say, at max range. But aim bonus on the move should remain USA's trinket, with
their gyrostabilizer. Of which they were the world's first.
https://www.quora.com/Why-was-an-M4-Sherman-the-first-tank-to-fire-accurately-while-driving
Shouldn't all Premium mediums also get that buff?
Sturmpioneers has 4x STG44, Shrek - yet - also get best repairs?
What happened to lateral upgrades?
Penal loses even more AI when it double-AT
Sturmpio : PzShrek now costs less, but, it stacks on top of hazard kit.
It's like if US Rilemen could double-bazooka *AND* double-bar.
The VolksGren feels weaker, and the Sturmpio feels really overcrowded on abilities.
If *ANYTHING* I'd give the heal packs over to the Kubel Wagen.
M3A1 now drops packs. Ambulance heals. Wehr HT heals, M5 heals...
Why not?
And it'd give Kubel an extra reason to stick around.
Kubel, I believe is mostly fine outside maybe not being able to get away from danger.
I meant stupio are getting too busy in terms of abilities.
Why not transfer the medpack ability from the stupio to the Kubel? :)
-Veterancy 2 Barrage recharge removed
-Veterancy 1 Tracking replaced by Tank Hunter Tactics Ambush ability