5.1.8 Beta: Airborne Updates

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kwok
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Joined: 29 Mar 2015, 05:22

5.1.8 Beta: Airborne Updates

Postby kwok » 08 Sep 2019, 19:04

Airborne Doctrine:
Based on surveys an replays, we determined that the Airborne doctrine is already a well-rounded doctrine structurally so minimal changes were made. Instead, tweaks to make things that were never used into something more viable. OR to make things that had too much impact on the flow of the game less game changing in order to reward long term strategies and skill over sudden power spikes.

USA:
- Satchel Charge Throw ability of AB Engineers replaced by Resource Scavenge
- 101st Airborne can now buy 2nd Recoilless Rifle for 65 ammo
- In Airborne Company Air raid replaced by AT rocket air strike for 200 ammo
- Lowered the strength of bombing runs (mainly effective against static defenses and infantry, lowered effectivity against tanks), cost reduced to 140 ammo
- Fuel crate from the Supply Drop ability swapped for another Ammo crate
- Cost of the Supply Drop ability dropped to 200MP (from 300MP)

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Black Panther
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Re: 5.1.8 Beta: Airborne Updates

Postby Black Panther » 08 Sep 2019, 22:45

I'm dissapointed by not touching the airborne.
It is still same meta with rushing the paratroopers path.
There could be some price adjucments to support team drop, like for example

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mofetagalactica
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Joined: 30 Jan 2017, 11:15

Re: 5.1.8 Beta: Airborne Updates

Postby mofetagalactica » 09 Sep 2019, 00:33

Black Panther wrote:I'm dissapointed by not touching the airborne.
It is still same meta with rushing the paratroopers path.
There could be some price adjucments to support team drop, like for example


I like the changes to ammo drops and the replacement for the air raid (expect the same for luft)

But im kinda dissapointed about not touching the support team drops with insane reinforce cost (even the 2 man recon squad reinforce has insane cost), and also please give a look to making the hellcat non-limited to just one like it was on the past (since we're going for well-rounded docs) or even maybe adding limited jacksons as reward for non-limited hellcats?

But i do agree that the airbone doc dosn't need to be fully reworked, but still missed a few changes that could have been made.

kwok
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Posts: 1698
Joined: 29 Mar 2015, 05:22

Re: 5.1.8 Beta: Airborne Updates

Postby kwok » 09 Sep 2019, 02:42

We go for structural changes for reworks. Balancing changes take time. What you described sound more like balance changes. It's hard to balance a game with constantly moving structures. We try our best to balance along the way but we really can't reach balance if we keep making massive overhauls to certain doctrines. You'll have to just be patient. Keep bringing them up and we can potentially update them along the way but just to set expectations, true balance isn't something as a priority in our mind as we keep doing reworks.

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Warhawks97
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Re: 5.1.8 Beta: Airborne Updates

Postby Warhawks97 » 09 Sep 2019, 11:57

The whole support branch required a rework. The doc is good in what it can, but there is "too much unlock for too little." Unlocking HMG and Mortar squad seperatly and all that. There should be one spotter team as unlock with lowered reinforce cost.
AB HMG and Mortar squad should be available once the base has the required tec or once the supply drop had been unlocked.
As AT gun drop there should be the 57 mm AT gun available (or both). Its cheaper and offers much greater mobility behind enemie lines.
There could also be a glider drop available but thats just an idea. They got AB HQ.

But that brings me to the AB HQ. What about making it an unlock? In return it wouldnt cost 400 MP each time you upgrade a house. Also the AB HQ Squad wouldnt be an unlock and instead would be called by the AB HQ just like the sniper or AB engis.
Also the HQ squad should focus more on functionality. The Sniper in the squad just boosts its cost too much. Without him the squad could be as cheap as lets say 400 MP (but requires an AB HQ ofc) and thus less painfull to lose and could be used a lot more often to boost the troops which should be its main goal.

And since this doc doesnt really have strong tanks and no powerfull defense or artilley (both, in terms of inf unit types and equipement like guns), it should have an outstanding and air power compared to other air docs. That includes strafes vs inf and vehicles (That AP unlock should be default), bombs against defensive strong points and rockets vs armor and air raids for an all out war or offensive.

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mofetagalactica
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Joined: 30 Jan 2017, 11:15

Re: 5.1.8 Beta: Airborne Updates

Postby mofetagalactica » 09 Sep 2019, 20:38

Warhawks97 wrote:The whole support branch required a rework. The doc is good in what it can, but there is "too much unlock for too little." Unlocking HMG and Mortar squad seperatly and all that. There should be one spotter team as unlock with lowered reinforce cost.
AB HMG and Mortar squad should be available once the base has the required tec or once the supply drop had been unlocked.
As AT gun drop there should be the 57 mm AT gun available (or both). Its cheaper and offers much greater mobility behind enemie lines.
There could also be a glider drop available but thats just an idea. They got AB HQ.

But that brings me to the AB HQ. What about making it an unlock? In return it wouldnt cost 400 MP each time you upgrade a house. Also the AB HQ Squad wouldnt be an unlock and instead would be called by the AB HQ just like the sniper or AB engis.
Also the HQ squad should focus more on functionality. The Sniper in the squad just boosts its cost too much. Without him the squad could be as cheap as lets say 400 MP (but requires an AB HQ ofc) and thus less painfull to lose and could be used a lot more often to boost the troops which should be its main goal.

And since this doc doesnt really have strong tanks and no powerfull defense or artilley (both, in terms of inf unit types and equipement like guns), it should have an outstanding and air power compared to other air docs. That includes strafes vs inf and vehicles (That AP unlock should be default), bombs against defensive strong points and rockets vs armor and air raids for an all out war or offensive.


Agree agree in everything except the air raids those are gone and they have to remain that way, unifying a few points on the support branch can make space for adding a big smoke-call in or plane smoke run.


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