Reto.Hades

Reto
  • Content count

    51,823
  • Joined

  • Last visited

Everything posted by Reto.Hades

  1. Reto.Hades

    Official Heroes & Generals Discord!

    Today we are soft-launching our official discord server! The channel can be found through https://discord.gg/heroesandgenerals For quite some time now, I have wanted to launch a discord for easier communication between community members, as well as with RETO. We hope the discord presents a lower entry level than our forums, which allows more players to join this new form of communication. We are for now soft-launching the channel, which means that we will not actively advertise the server and this announcement here will for now be the only announcement for the discord. This to make sure only a limited amount of people join the discord for now, so we can adjust things based on your feedback. Over time we will (most likely) increase our advertising regarding the discord. You are of course allowed to share the discord with everyone you wish to share it with! The forums will remain the go-to place for feedback and suggestions, while the intention for the discord is much more to be a hang-out place for our community. Meet new people, form squads and play the game together. This does mean, that we will be a bit more strict in terms on moderation than on the forums, to make sure everyone feels welcomed. We are looking for more moderators, if you are interested to become a moderator on our discord, please send a PM (on the forums) to me including: - Your age - Your timezone - If you wish to moderate globally, or only for a specific language channel I hope to see all of you on our brand new official Heroes & Generals discord!
  2. So initially we wanted to make a balancing patch in november, however this was pushed back due to a lack of time. Since then based on some discussions on the discord, I have made some additional changes to the earlier plans, which I will share here. Due to commentary about the difficult to use the AVS-36 I found out a pretty big difference in the 'camerarecoilvariance' of the AVS compared to the STG and M2 carbine. By changing this number, I expect players will have the feeling of 'more control' over the weapon again. These are for the most part now set in stone. Though there may be some very small number changes still. No vehicle changes yet, as I ended up with a bit more weapon changes than I initially thought I would. Unless something really crazy happens, vehicles should be up for the next balancing update later this year. The current update with be the 4th one we do since the start in 2019, to summerise: 1st update: More distinct weapon classes 2nd update: Smaller advantage modifications 3rd update: Smaller advantage badges 4th (current) update: Only individual weapon tweaks General focus: - Germany seems to be overperforming a bit, while the Soviets are a bit underperforming, the US tends to be in the middle - Heavy Machineguns see the biggest performance differences between factions - AR's are overperforming a bit - LMG's are underperforming a bit - Pistols are underperforming a bit - Flamethrowers are underperforming a bit Full list: Assault rifles: Increase range far for M2 carbine by about 1,1 to 1,3 (18%) Increase camerarecoilup M2 carbine from 1,1 to 1,26 (15%) Reduce swaystandmode STG-44 from 1,76 to 1,58 (-10%) Increase swaycrouchmode STG-44 from 1,36 to 1,42 (5%) Increase camerarecoilup STG-44 from 1,2 to 1,44 (20%) (some initial values were wrong in the trello board, but the changes remain the same) Reduce swaystandmode AVS-36 from 1,8 to 1,53 (-15%) Reduce swaystandmode AVS-36 from 1,85 to 1,6 (-15%) Increase swaycrouchmode AVS-36 from 1,25 to 1,34 (7,5%) Increase swaycrouchmode AVS-36 from 1,27 to 1,36 (7,5%) Increase camerarecoilup AVS-36 from 1,6 to 1,92 (20%) Reduce camerarecoilvariance AVS-36 from 0,18 to 0,13 (-30%) (this stat basically means random/unpredictable recoil) Reduce aimpenaltyperbullet AVS-36 from 0,65 to 0,59 (-10%) Results: - More upwards recoil all 3 weapons - Less sway while standing, more while crouched STG-44 - Less 'random recoil' and 'sway while firing' AVS-36 - Less sway while standing, more while crouched AVS-36 Bolt-action weapons: Below applies to: Karabiner 98, Springfield, Mosin Nagant - Reduce swaystandmode from 1,3 to 1,0 (-30%) - swaycrouchmode from 0,49 to 0,3 (-40%) - swaypronemode from 0,29 (springfield 0,32) to 0,15 (-50%) - camerarecoilup from 0,9 to 0,7 - camerarecoilright from 0,16 to 0,14 (0,163 to 0,142 springfield) Results: - Less sway - Less recoil Machineguns: Ribbon changes: - MG34 from LMG Assault level 5 to Infantry Assault level 9 - MG13 from Infantry Assault level 9 to LMG Assault level 5 - DT-29 from LMG Assault level 5 to Infantry Assault level 9 - DP-28 from Infantry Assault level 9 to LMG Assault level 5 Tier 3 machineguns HMG (MG42, MT, 1919): Decrease aimpenaltyprecisionmodifier MG42 from 0,5 to 0,425 Increase swaystandmode MG42 from 3 to 4 Increase swaystandmode MG42 from 3,5 to 4 Decrease swaycrouchmode MG42 from 2,1 to 1,7 Decrease swaypronemode MG42 from 0,7 to 0,4 Decrease ammoDamageMod MG42 from 0,740741 to 0,65 (wtf is that number ^^) Decrease Damagefar MG42 from 0,8 to 0,72 Increase upwards Recoil MG42 from 1,8 to 2,07 Increase sideward recoil MG42 from 0,4 to 0,45 Decrease aimpenaltyprecisionmodifier 1919 from 0,4 to 0,35 Increase swaystandmode 1919 from 3 to 4 Decrease swaycrouchmode 1919 from 1,7 to 1,45 Decrease swaypronemode 1919 from 0,8 to 0,45 Decrease ammoDamageMod browning 1919 from 0,85 to 0,81 (39 DMG) Increase upwards Recoil 1919 from 1,5 to 1,76 Decrease aimpenaltyprecisionmodifier Maxim Tokarev from 0,4 to 0,35 Increase swaystandmode Maxim Tokarev from 3 to 4 Decrease swaycrouchmode Maxim Tokarev from 1,7 to 1,45 Decrease swaypronemode Maxim Tokarev from 0,8 to 0,45 Increase upwards Recoil Maxim Tokarev from 1,6 to 1,7 Results: - MG42 from G4HK 3HK to G5HK 4HK - 1919 from G3HK 3HK to G4HK 3HK - More sway while standing - Less sway while crouched - Less sway while prone - More upwards recoil Tier 2 machineguns LMG (Johnson, DT-29, MG34): Decrease swaycrouchmode MG-34 from 1,15 to 1,05 Decrease swaypronemode MG34 from 0,75 to 0,6 Increase recoiltime MG34 0.1 to 0.08571 (600 RPM to 700 RPM) Decrease swaycrouchmode Johnson from 1,6 to 1,2 Decrease swaypronemode DT-29 from 0,86 to 0,6 Increase camerarecoilright DT 29 from 0,3 to 0,32 Increase camerarecoilup DT-29 from 1,1 to 1,2 Tier 1 machineguns Mixed (MG-13, BAR, DP-28): Decrease swaycrouchmode MG-13 from 1,36 to 1,02 Increase swaystandmode MG-13 1.76 to 1.83 Decrease baseconefire MG-13 from 0,41 to 0,37 Decrease swaycrouchmode BAR from 1,24 to 0,99 Decrease camerarecoilright BAR from 0,3 to 0,27 Decrease baseconefire BAR 0.45 to 0.4 Decrease swaystandmode BAR 1.89 to 1.71 Decrease swaycrouchmode DP-28 from 1,21 to 0,85 Decrease swaycrouchmode DP-28 from 1,21 to 1,00 Decrease baseconefire DP-28 from 0,5 to 0,4 Decrease swaystandmode DP-28 from 1,71 to 1,61 Increase swaystandmode DP-28 from 1,61 to 1,82 Increase camerarecoilup DP-28 0.9 to 1.2 SMG changes: Increase camerarecoilup PPD-40 from 0,43 to 0,46 Increase camerarecoilup PPSh-41 from 0,43 to 0,50 Reduce recoiltime PPSH-41 from 0,075 to 00706 (850 RPM) Decrease recoilvariance Thompson M1A1 from 0,18 to 0,15 Reduce camerarecoilup Thompson M1A1 from 0,5 to 0,45 Increase damageclose Thompson M1A1 from 1,03 to 1,04 (currently does 33,99 damage which gets rounded down) Reduce swaystandmode Mp40 from 1.45 to 1,35 Other changes: (flamethrowers might still change, but haven't yet, so crossed out for now) - All pistols +20% RPM - Flamethrowers +15% range - Flamethrowers +10% damage - Flamethrowers (if possible): Longer flames on the ground/walls - Flamethrowers (if possible): Flames bounce of walls - Flamethrowers (if possible): Flames creep around objects more - Offensive grenades: Damage increased from 150 to 170 - Offensive grenades: Fuse time decreased from 3 seconds to 2,5 seconds - Large grenades: Fuse time increase from 3 seconds to 3,5 seconds - Snowballs: 100% more ammo - PMK-40 damage reduced from 90 to 80 (to avoid 1HK with badge) - Snowballs: 10 per 'cartridge' rather than 1, mostly to improve reloading on ammocrates (now it restocks 1 at a time which lasts forever)
  3. Reto.Hades

    Polish moderator wanted!

    Hello Polish community! We are looking for someone who is willing to reinforce our Moderation team by helping us manage the Polish Sub-forums. Do you feel called upon to keep your forums clean and tidy? Join us today! Please read the requirements below and if you would like to help us out, contact me in a PM to apply. Please let us know why we should pick you as the next Polish Moderator. You must be 18 years of age or older (NDA signing is required) You must speak both English and Polish You are willing to operate on both Steam forums and the official forum You are willing to use 'slack' as communication tool You like working in a team You are actively playing the game You are active on the forums
  4. Reto.Hades

    Next round of weapon balancing

    I had also missed these 2: Increase camerarecoilright DT 29 from 0,3 to 0,32 Increase camerarecoilup DT-29 from 1,1 to 1,2 Adjusted it now.
  5. Reto.Hades

    Next round of weapon balancing

    Fixed. Forgot to make the PMK's bold, so didn't copy them here either. all grenades were the same at 3 seconds.
  6. Reto.Hades

    Next round of weapon balancing

    Snow will be removed before the monthly update hits. This is what we actually changed (a few points had the wrong numbers, but the changes are still the same so I won't mention those here): Crossed out means 'cancelled change' Bold means new change (or sometimes adjusted change) Ribbon changes: - MG34 from LMG Assault level 5 to Infantry Assault level 9 - MG13 from Infantry Assault level 9 to LMG Assault level 5 - DT-29 from LMG Assault level 5 to Infantry Assault level 9 - DP-28 from Infantry Assault level 9 to LMG Assault level 5 Increase swaystandmode MG42 from 3 to 4 Increase swaystandmode MG42 from 3,5 to 4 Increase camerarecoilright DT 29 from 0,3 to 0,32 Increase camerarecoilup DT-29 from 1,1 to 1,2 Increase recoiltime MG34 0.1 to 0.08571 (600 RPM to 700 RPM) Increase swaystandmode MG-13 1.76 to 1.83 Decrease baseconefire MG-13 from 0,41 to 0,37 Decrease baseconefire BAR 0.45 to 0.4 Decrease swaystandmode BAR 1.89 to 1.71 Decrease swaycrouchmode DP-28 from 1,21 to 0,85 Decrease swaycrouchmode DP-28 from 1,21 to 1,00 Decrease baseconefire DP-28 from 0,5 to 0,4 Decrease swaystandmode DP-28 from 1,71 to 1,61 Increase swaystandmode DP-28 from 1,61 to 1,82 Increase camerarecoilup DP-28 0.9 to 1.2 - Flamethrowers +15% range - Flamethrowers +10% damage - Flamethrowers (if possible): Longer flames on the ground/walls - Flamethrowers (if possible): Flames bounce of walls - Flamethrowers (if possible): Flames creep around objects more - Offensive grenades: Damage increased from 150 to 170 - Offensive grenades: Fuse time decreased from 3 seconds to 2,5 seconds - Large grenades: Fuse time increase from seconds to 3,5 seconds - Snowballs: 10 per 'cartridge' rather than 1, mostly to improve reloading on ammocrates (now it restocks 1 at a time which lasts forever) - PMK-40 damage reduced from 90 to 80 (to avoid 1HK with badge)
  7. Reto.Hades

    Next round of weapon balancing

    It took 5 seconds to give it more ammo (giving it 10 per reload wasn't possible without more work, so we didn't do it). So why is it an insult? We did not spend 3 hours researching the snowballs to see if it was underperforming or not. I joined an event and we noticed we would run out of snowballs pretty fast, so I just threw it into trello to quickly change that as well. Don't really see why the responds on that needs to be so extremely negative. If we had put the same time we put into the snowball on doing some work on the maps, we maybe would have been able to load the program in which we create maps in the time we now took to change the snowballs. We would not even have been able to load the map itself in that time-frame. I will update the first post within the next hour, as we have made some changes. To explain a little bit, we actually decided to not nerf the DT-29, but keep it where it is, in stead we are going to slightly nerf the DP-28. We will also buff the MG-34 while slightly reducing the power of the MG-13. We want to make the MG-13 more like a real tier 1 weapon, while give the MG34 it's tier 2 position. The same with the DP-28 and the DT-29. This is actually the opposite of what I wanted to do first. We are not going to try and put the assault rifles on the same level as the Johnson and such. In stead we will simply keep them as better weapons. They still were overperforming a bit, looking at the other 'top tier' weapons. But we've stepped away from trying to balance the 'LMG' with the assault rifles. MG42 as stated before, will probably remain one of the top performers with the shortest TTK ingame. It certainly won't suddenly be useless, as some claim it to be. Pistols were buffed by 20% in a previous build, and get another 20% in this build. Meaning that in total the base RPM has been increased by 44% compared to build whatever before we changed the modifications. The poor performance of the AVS in hipfire is most likely for a large part due to the high 'randomness' of the gun. I expect the gun should be easier to use from the hip. The AR's are also less made around the idea they should be good in hipfire. This is mostly where smg's should be the dominating weapon.
  8. Reto.Hades

    flamethrower is a terrible weapon and could use a buff

    The flamethrower is indeed underperforming, so we want to buff it a little bit. Right now the plan is to increase both it's range and it's damage, to give players less time to shoot back while being burned. I've also been asked by quite a few people on discord to see if we can increase the spread a bit. And perhaps make it 'bounce' of walls a bit. Meaning that when a guy is hiding behind a table, you can shoot at the wall behind him and it will kill him. I'm not sure if that is possible with our engine however, so I can't promise that we are able to do that. What we do notice, is that it's actually a pretty good weapon for 'bad players'. As it's very easy to use once you get close enough, but even then it's just not very effective.
  9. Almost everyone is on vacation next week, so I can't ask anyone for the details and I don't want to speculate I think I know what the goal behind it is, but seeing I'm not sure I just don't want to give false information. But I don't believe it has any impact on the action game at least, so don't expect a performance boost or anything. I understand that some people really enjoy those very long battles, but like stated it's very rare that battles actually last that long. Most 'long battles' don't go over 60-70 minutes with a very few exceptions. So I'm sure there will be some battles that will hit the 90 minute limit, but most don't. Most clan versus clan battles also don't take longer than 90 minutes.
  10. It's simply hardware limitations, it's not a decision based on gameplay so indeed no one asked for it. Those long battles take up a huge amount of data which needs to be assigned beforehand. Meaning, that we need to assign every battle enough data room as if it will last 10.000 seconds, even if it only happens one out of every 100 battles (I don't know the actual numbers, but it's very small) 90 minutes means we have to assign less data for the battles, which is somehow beneficial don't ask me the details I'm not technical enough. 90 minutes means a full hour of overtime, which is more than enough to finish most battles. The amount of battles that goes over the 90 minutes is extremely small. This change will hardly impact the game, but like stated is beneficial from a technical perspective.
  11. You always have the option to simply not use them they don't cost any equipment points or anything
  12. Reto.Hades

    AVS36 (Fix asap,please)

    Looking at the numbers, the AVS-36 indeed has more recoil and sway than the other weapons. That's not something I will deny or anything in that direction, when I open the stat sheets, it clearly shows it. However and I don't know why, the gun is performing very well. I personally don't like the gun at all, even when it was OP I didn't really like it. Then again right now I'm also using the Johnson over the Carbine as I just don't really like the carbine and it clearly shows the carbine is performing way better. I also prefer the MG-13 over the Johnson, which is also performing lower than then Johnson. So my own gameplay experiences, don't really match up with the reality. If I would balance purely on my own opinions and biases, it would probably be pretty good for the Soviets and United States, but not so much for the Germans. Which is exactly why I always take the stats as basis. If people say 'AVS has too much sway' and the AVS is underperforming, I know that it's the sway I need to balance it on. But when people say 'AVS has too much sway' but the AVS isn't underperforming at all, I won't reduce the sway, because apparently it performs good enough with the strong sway. I unfortunately don't know the exact number changes in the last update when it comes to the AVS-36, so I can't really say where the biggest changes have been to make it feel less powerful. But looking at just the k/d of the AVS-36, it hasn't actually changed. If I look at the average AVS score from may till now, it's actually 0,01 higher when I only look at october and november. Difference is though that the STG-44 and the M2 carbine went up in average score. The images I shared, are literally the weapon stats. I have removed the numbers and details, but those lines are screenshots from the stats, not something I made in paint of anything. I'm not actually supposed to share statistics like that and by showing these images I'm probably already sharing a bit more than I should, but I just wanted to show this to explain the reasoning behind it all.
  13. Reto.Hades

    Next round of balancing (november)

    Unfortunetly these changes won't be on live upcoming build yet, there were a bit too many other tasks to complete, so this was pushed back a little. Headshot multiplier will be in this month. The forum survey was voted upon a lot by double accounts. No this is what YOU want, not what 'the community' wants. Also stop with calling everything you don't like BS. I certainly do think you are a little kid if you think like that. We didn't have to do a poll, it would have been a lot easier for me and a lot less time consuming to just never do a poll. If you don't like the results that is too bad, but these are the results and you will just have to deal with that. I actually had the rules that at least 60% had to have voted 'change' to change anything at all. Less people voted on that, and we still decided to make a small change, which we figured would not really hurt the people who didn't want any change. The 2.0 vote on the forums was very heavily voted upon by double accounts. I doubt it would still have won had I gone through all the double accounts. I will close this topic until i know when we will go through with the weapon balancing changes. No useful feedback is really shared here anymore either way.
  14. Few notes: - Work in progress - I have not yet looked into vehicles + anti-tank weapons, which I do also want to look at for this build. - While the list of changes may be very long, you will notice these are all individual stats (except pistols) for individual guns, the changes are very small compared to the previous patches, a lot of changes also are 'counters' to other changes (+20% recoil -10% sway f.e.x.) - Infantry weapon list below should be pretty much done, I might change some things but I don't plan to make a lot more changes than this, unless I notice a lot of feedback on a certain topic. To do list: - Short look at other weapons to make sure I haven't missed anything - Anti-tank weapon changes - Tank changes Will not do: - Planes - Recon vehicles Assault Rifles: Increase range far for M2 carbine by about 20% (buff) Increase camerarecoilup M2 carbine from 1,1 to 1,27 (nerf) Reduce swaystandmode STG-44 from 1,76 to 1,58 (buff) Increase swaycrouchmode STG-44 from 1,36 to 1,42 (nerf) Increase camerarecoilup STG-44 from 1,2 to 1,38 (nerf) Reduce swaystandmode AVS-36 from 1,85 to 1,62 (buff) Increase swaycrouchmode AVS-36 from 1,25 to 1,31 (nerf) Increase camerarecoilup AVS-36 from 1,6 to 1,84 (nerf) Reduce aimpenaltyperbullet AVS-36 from 0,65 to 0,59 (buff) Machinguns: Swap ribbon levels of: MG13 with MG34 Swap ribbon levels of: DP-28 with DT-29 Decrease aimpenaltyprecisionmodifier MG42 from 0,5 to 0,425 (buff) Increase swaystandmode MG42 from 3 to 4 (nerf) Decrease swaycrouchmode MG42 from 2,1 to 1,7 (buff) Decrease swaypronemode MG42 from 0,7 to 0,4 (buff) Decrease ammoDamageMod MG42 from 0,740741 to 0,625 (wtf is that number ^^) (nerf) Decrease Damagefar MG42 from 0,8 to 0,72 (nerf) Increase upwards Recoil MG42 from 1,8 to 2,07 (nerf) Increase sideward recoil MG42 from 0,4 to 0,45 (nerf) Decrease aimpenaltyprecisionmodifier 1919 from 0,4 to 0,35 (buff) Increase swaystandmode 1919 from 3 to 4 (nerf) Decrease swaycrouchmode 1919 from 1,7 to 1,45 (buff) Decrease swaypronemode 1919 from 0,8 to 0,45 (buff) Decrease ammoDamageMod browning 1919 from 0,85 to 0,8 (nerf) Increase upwards Recoil 1919 from 1,5 to 1,76 (nerf) Decrease aimpenaltyprecisionmodifier Maxim Tokarev from 0,4 to 0,35 (buff) Increase swaystandmode Maxim Tokarev from 3 to 4 (nerf) Decrease swaycrouchmode Maxim Tokarev from 1,7 to 1,45 (buff) Decrease swaypronemode Maxim Tokarev from 0,8 to 0,45 (buff) Increase upwards Recoil Maxim Tokarev from 1,6 to 1,7 (nerf) Decrease swaypronemode MG34 from 0,75 to 0,6 (buff) Decrease swaycrouchmode MG-34 from 1,15 to 1,05 (buff) Decrease swaycrouchmode MG-13 from 1,36 to 1,09 (buff) Decrease baseconefire MG-13 from 0,41 to 0,37 (buff) Decrease swaypronemode DT-29 from 0,86 to 0,6 (buff) Increase camerarecoilright DT 29 from 0,3 to 0,32 (nerf) Increase camerarecoilup DT-29 from 1,1 to 1,2 (nerf) Decrease swaycrouchmode DP-28 from 1,21 to 0,96 (buff) Decrease baseconefire DP-28 from 0,5 to 0,4 (buff) Decrease swaystandmode DP-28 from 1,71 to 1,61 (buff) Decrease swaycrouchmode BAR from 1,24 to 0,99 (buff) Decrease camerarecoilright BAR from 0,3 to 0,27 (buff) Decrease swaycrouchmode Johnson from 1,6 to 1,22 (buff) Bolt-action rifles (k98, springfield, Mosin): Reduce swaystandmode from 1,3 to 1,0 (buff) swaycrouchmode from 0,49 to 0,3 (buff) swaypronemode from 0,29 (springfield 0,32) to 0,15 (buff) camerarecoilup from 0,9 to 0,7 (buff) camerarecoilright from 0,16 to 0,14 (0,163 to 0,142 springfield) (buff) Kar98 is performing a lot better for some reason than the other 2, cannot figure out why. May be skill-related, so we won't make any changes there Other: Increase range Flamethrowers by 10% (buff) Increase RPM (all) pistols by 20% (40% in total compared to pre 1,20) (buff) Reduce PMK damage further to below grenadier badge 1HK damage (about 85) (nerf) _____________________________________________________________________________________________________________ Little bit of explenation: - MG42 will require 1 more bullet against both heavy set and non-heavy set players (still by far fastest TTK of any automated weapon in the game) - 1919 will require 1 more bullet against heavy set - aimpenaltyprecisionmodifier is a modifier for the precision while aiming down sights, which influences all three stances - MG42, 1919 and MT will be more difficult to use while standing (+30% recoil + 10% sway) - MG42, 1919 and MT will have less sway, but more recoil when crouched (+15% recoil, -25% sway) - MG42, 1919 and MT will have less sway, but more recoil when prone (+15% recoil, -40% sway) - MG34 and DT-29 are worse versions of the MG42 and MT make more sense as tier 1 - MG13 and DP-28 are 'different working' weapons and make more sense as tier 2 - Assault rifles are overperforming a little bit compared as a weapon class and are a bit too much alike as the LMG's (Mg-13, Johnson, DP-28) - They get a 20% recoil up increase to simply reduce their effectiveness a bit - They get a 10% sway decrease while standing small counter to slightly counter the increased recoil - LMG's get a 20% sway decrease while crouched to make them more effective while crouched, but to not increase their mobility. The numbers game: - Buffs: 25 - Nerfs: 15 Final note: Feel free to share feedback about tanks here if you think someone is an absolute must to be changed
  15. Reto.Hades

    AVS36 (Fix asap,please)

    This was the result of the update we did in april: Yellow = AVS-36 STG-44 = red M2 carbine = blue This is the update we did in October: And this is how it looks since October until last Sunday: Back in march-april, the difference between the AVS-36 and the M2 carbine was about 28% on average. From april till october, the difference between the same two guns, was about 13%. The average difference now between the AVS-36 and the STG-44, is about 4%. Now let's add the Johnson in there, which is currently the best performing LMG (ignoring the FG-42, which is actually performing quite a bit better) This is once again about a 25% difference between the AR's and the LMG's. Which is a gap we wish to decrease, by moving the AR's down a little and the LMG's up a little. Also with in mind the performance of SMG's and HMG's. Which are about where we want them to perform. Sorry for using facts, how dare I.
  16. Reto.Hades

    AVS36 (Fix asap,please)

    In the last week, the AVS-36 had a higher average score than the M2 carbine. Overal there is almost no difference between the M2 carbine and the AVS-36. The STG-44 is slightly above it, but only by a very small margin. Assault rifles have never been so close to each other in terms of performance. There is absolutely no indication that the AVS-36 is a bad gun compared to the other two AR's.
  17. Reto.Hades

    Captured resources formula

    You have just won a war mission, and what do you see at the end of it? You have taken resources. 300 infantry, 50 light vehicles and 10 tanks. But why? About a month or two ago we changed the system on how you earn resources. In this thread I wanted to share the (very simple) formula with you guys. Capturing resources at the end of a battle is something that happened very often. Weapons, tanks and vehicles often swapped ownership once a battle had been won. We therefore decided it was a good idea to add this to our game. The system works for both war and staged, but staged battles generate a lot less resources than war battles. As we all know, the Germans have more players, fight more battles and therefore use up more resources. More battles, also mean more victories, meaning that the system now in place benefits the German faction the most and helps balance out the lost resources a bit more. Something we see on the campaign map a lot, is 'overstacking' players sending 10k soldiers into a single battle. With this system, we strongly discourage doing so. As every soldier you put in, is an extra supply that can be captured by the enemy faction. The formula is as followed: War= 12% * amount of resources left at the end of the battle Staged = 4% * amount of resources left at the end of the battle. So, if you send in a ton of resources to a battle, you are of course certain you have more than enough lives for that battle. But, it also gives the enemy the opportunity to capture 12% of it. Destroying that 10k stack, that is 30 more motorised infantry assault teams for your faction!
  18. Reto.Hades

    Next round of balancing (november)

    I mean, statistics are literally always correct. That's why they are statistics, they are literally facts. Of course they can be influenced by all kinds of elements, but captured weapons have been taken out of the equation already, as those can only be used unmodded. That only veterans would use the weapon is also not the case, as I can see the use of the gun is not vastly different from the STG-44 or the M2 carbine. It's used less, but this is mostly due to the fact there are also less players. When I look at the ratio of players using it, it's on par. We can see on the range of the kills, that the AVS is not having issues shooting targets that are further away. And it overall just follows the same trajectory of the STG-44. I mean, you can repeat yourself as much as you want, it's simply not true what you are saying. And your arguement 'he doesn't play' is simply not true. I play the game plenty. 10-20 hours a week on average. But I deliberately don't balance the game too much on my own opinions. In my opinion, the M2 carbine is horrible. I don't like it at all. But the stats show that it's performing properly so I ignore my own opinion on that aspect. I deliberately, take stats over player experience, because my own experiences often do not line up with the stats. And then I can decide to push through my opinion, the opinion of 1 player, or I can look into the stats showing the experiences of tens or even hundreds of thousands. It doesn't mean the players perspective on weapons is wrong, a gun can just feel more difficult to use and despite not underperforming, still just doesn't feel nice, which is something we do try to address. This is the whole reason why I am reducing the sway. Sway is 'random' while recoil is more predictable. I have also received quite a few comment that state they prefer more recoil over more sway. Which is something I have taken into account. If I didn't care what players were saying, I would have just removed your (very hostile) comments and ignored it. However, I try to take my time to explain why I'm doing things. And I have often been influenced by reactions on changes. But that doesn't mean because you decide to just 'scream' and 'threaten' with not playing the game, I will simply forget about the statistics and completely focus on what you want. If every veteran gave up the AVS, and the only players left using it are 'random' players, it would actually point out the AVS is still overpowered, as these 'new players' are getting almost the same results as the mix of new players and veterans on other factions. So that arguement is not helping your case.
  19. Reto.Hades

    Next round of balancing (november)

    If you don't want to believe it that's up to you. But this is simply the truth. I play the game plenty, but that's irrelevant. My gameplay experience is entirely different from the experience from other players. Stats are based on the gameplay of thousands of players however and not based on the opinion of a few. AVS-36 is barely underperforming. If you don't want to play because of the balancing changes, that's a shame of course, but that doesn't suddenly make you right. We're not going to make a weapon OP because you won't play if we don't. I really also don't understand the problem here from the Soviet faction. Like I repeated 10 times, the Soviets are getting the smallest nerfs and the biggest buffs.
  20. Reto.Hades

    Next round of balancing (november)

    Clearly it can, as the statistics show the gun is performing well. Personal experience certainly does not have more meaning than what the statistics show. STG-44 and AVS-36 have about the same kill-spread when it comes to range, where 3,5% are on long range. M2 carbine only scores 1,6% there but does indeed perform better cqc. The AVS-36 is a very small bit under the other 2 weapons. Unmodded, it's actually the 2nd best weapon in the game. It performs better than either the STG-44 or the M2 carbine modded. It is possible however a lot of people use captured versions of it still, which could boost the performance of the weapon. But when looking at the modded versions, the difference between the guns is very limited. The usage of the weapons is about the same percentage of the faction population. Nothing points in the direction of the weapon being 'horrible' or even 'bad'. It's slightly off compared to the it's counterparts, which is why we the changes are relatively better for the AVS than for the other two weapons. But massive boosts and buffs are not necessary at all.
  21. Reto.Hades

    Next round of balancing (november)

    1. Where do you see buffs for the STG and M2 carbine? 2. The AVS is not 'shit', it's still one of the best performing weapons in the game. As shown before, the Soviets are getting the most buffs and least nerfs of any of the three faction this build. So if you call this 'destroying SU faction', you are simply wrong. This build is by all means better for the Soviets than for the other factions.
  22. Reto.Hades

    I caught RETO in a lieS again

    The wikipedia is not maintained by us. I will close this topic. If you cannot put something up for discussion in a normal way, there is no reason to keep the topic going.
  23. This subject unfortunately reminds me a lot of the current US elections, where there is simply a huge division in the opinions of the playerbase. This subject also has a huge effect on the playerbase, which is why we are not convinced this is the right way to go ahead with such a small pool of players. Based on this poll, there will be a meeting with management tomorrow (well, the meeting would happen either way but this is now simply an added subject ^^). In that meeting, a decision will be made if we will make a public poll or not. We would in that case write a blogpost both on our website and on steam, to call up people to vote. It would of course not be a binding poll and we would certainly hold on to at least the 60% needs to vote 'change' rule. But I do expect that we would follow the results of the poll in that case. A small note, we can make a differentiation between certain weapons. Meaning that we can keep the pistols 1HK headshot. If we go through with it, in the blogpost I will write down weapon by weapon which gun can and cannot 1HK headshot. At least the important ones, PTRD and such I won't have to mention. I might even differentiate between modded and unmodded versions I will update this topic tomorrow to share if we will move forward with this or not.
  24. Seeing the outcome of the first poll, we are going to move forward with reducing the headshot multiplier. Below I will set an overview of the options of the most important and noticeable changes. Current multiplier is 4.0 Already planned damage changes: - MG42 towards 29 (+1 bullet to kill both HSG, and non-HSG, remains gun with fastest TTK) - 1919 towards 39 (+1 bullet to kill HSG) - Pistols (except pocket) 37-41 range, but range reduction multiplier 3,6 (28+ damage) (further changes: none) - PPD-40 & ppsh-41 no longer 1HK headshot - SMG 1HK headshot range reduced - Pistol 1HK headshot range reduced - MG42 loses 1HK headshot ability after about 50-60 meters Multiplier 3.3 (30+ damage) (further changes: none) - MG42 no longer 1HK headshot - PPD-40 & ppsh-41 no longer 1HK headshot - SMG 1HK headshot range reduced - Pistol 1HK headshot range reduced - M2 carbine loses 1HK headshot ability at about 50 meters - STG-44 loses 1HK headshot ability at about 100 meters Multiplier 2.75 (37+ damage) (further changes: AVS -1 damage, MG-13, MG-34, DP-28 & DT-27 +1-3 damage) - MG42 no longer 1HK headshot - SMG's no longer 1HK headshot - AR's no longer 1HK headshot (small nerf AVS damage) - Pistol 1HK headshot range reduced - All MG's (excl. mg42) keep 1HK headshot but up to about 50-100 meters - Damage buff for: MG-13, MG-34, DP-28 & DT-27 Multiplier 2.5 (40+ damage) (further changes: none) - Semi-auto rifles can 1HK headshot up to about 120-150 meters - Bolt-action rifles can 1HK headshot ( any range) - No other weapon can 1HK headshot - Certain weapons can be modified on damage to still 1HK headshot . multiplier 2,0 (50+ damage) (further changes: none) - Semi-auto rifles can 1HK headshot up to about 90 meters - Bolt-action rifles can 1HK headshot up to 200-250 meters - No other weapon can 1HK headshot For the next update, I don't want to touch bullets or modifications, as I also want to do something with tanks and otherwise it just becomes too massive. However, if we for for 2,5 and later on notice that for example the mp40 can 1HK with bullet mod and everyone uses it, while the thompson cannot 1HK. And we get some kind of imbalance because of that we will solve that in an update in the further future. Options of outcome: Option 1: A certain option gets 50+% of the votes = winner Option 2: Votes count cumulative from low to high so if 2.0 gets 30% and 2.5 gets 30%, we go with option 2.5 Option 3: multiplier 3.3 wins = We do another poll between 3.3 and 3.6, seeing how similar those are and people who voted f.e.x. 2.0 might prefer 3.6 over 3.3 when it goes between those 2. *Please note that the results of this poll are not binding, the results of this poll will be presented further up the chain, who will make a final decision on this
  25. Reto.Hades

    Next round of balancing (november)

    Unfortunate note: I have decided that we won't include the balancing changes for tanks in this patch. It is a ton of work and seeing we are already in November, I would not be able to do it properly before we release the next build. I have therefore moved this to the first balancing patch next year (don't know which month that will be yet), so that I have the rest of November as well as December to work on it. Probably January as well. Most likely that patch will then be completely focused on vehicles and won't have infantry combat changes. Unless we see differences that are too large within infantry combat. I want us to do the tank changes correctly and not just rush it out. Like stated before, the AVS is not under performing at all, we see absolutely no reason to buff it. The next patch will reduce the sway while standing by 10% as well as the sway of shooting by 10%, in exchange for only 15% added upwards recoil, no sideway recoil changes. I am not actually even sure if this is a nerf anymore or that this will in the end prove to be a buff for the weapon. It's on the same level as the STG-44 and M2 carbine in performance, and outshines the Johnson, MG-13 and DP-28 by a very large margin.