Men of War: Assault Squad 2

Men of War: Assault Squad 2

A World At War "Competitive Multiplayer Mod"
 This topic has been pinned, so it's probably important
ewt.strat29  [developer] 16 Mar, 2016 @ 4:56am
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Discuss & request upcoming balance patches in this thread. For more information on what has changed look into the change log discussion.
Last edited by ewt.strat29; 19 Mar, 2016 @ 1:16am
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Showing 1-15 of 119 comments
Bzura 16 Mar, 2016 @ 5:07am 
With nades I like the accuracy mechanic in BoE where you could give better accuracy to higher tier troops. Maybe some talented modder could port the mechanic to your mod.

I think smgs could do with -5 range.
ewt.strat29  [developer] 16 Mar, 2016 @ 5:23am 
hmm not sure on the accuracy part on grenades, reason is it might make it more random and frustrating. More RNG for the player and prone to make people rage...Though it may make higher tier troops escalation more of a priority. Though I do feel the grenade maddness usually just happens mostly in the start game. haven't seen the mechanic in BOE personally but those are my thoughts.
Last edited by ewt.strat29; 16 Mar, 2016 @ 5:24am
natnat 16 Mar, 2016 @ 5:50am 
Originally posted by Bzura:
With nades I like the accuracy mechanic in BoE where you could give better accuracy to higher tier troops. Maybe some talented modder could port the mechanic to your mod.

I think smgs could do with -5 range.
If not this then at least make nade range smaller. To perhaps 15 range for ap nades and 9 for at nades (approx 25%decrease).
Nading is incredibly tedious and exaggerates importance of hosting.



Last edited by natnat; 16 Mar, 2016 @ 5:54am
Bzura 16 Mar, 2016 @ 6:08am 
Agree with Nat. Ping advantage matters a lot in nading, a lot more than in DCing tanks. I also agree on the randomness. I remember in AS1 when everyone would be putting t4 infantry in craters because AP-nades were too weak. I think that ap nades are abused too much in low tier gameplay, esp in early game due to poor weapon effectiveness of low tier soldiers. I think I would reduce their availability and with accuracy mechanic I would give high accuracy to t3-t4 troops and combat engineers

I am not sure about shorger range. I like when weapons are effective but I dislike when they are abused. So make them more effective but rare. Historically, mostly the assualt team would carry nades because those were the dudes who were to get close to the enemy. The rest of the squad would carry mg ammo.
Last edited by Bzura; 16 Mar, 2016 @ 6:16am
SAUSAGESTAB 16 Mar, 2016 @ 8:44am 
Make WAW's damage (over distance) similar to CtA, slightly reducing damage at close range, but more damaging at long ranges. So theres no more ♥♥♥♥♥♥♥♥ soldiers getting randomly 1 hitted at close range, but at medium ranges soldiers cannot run through a firing squad to throw a grenade, and Long range soldiers should be taking more appropriate damage from bullets, Grenades are fine, the only problem with grenades its literally too easy to charge out in the open to grenade.

By Doing the above measures, it'll ensure weapons like .50 cal can stay into the game, since as of Vanilla AS2, they are extrodinairily mediocre in comparison to Autocannons, so much so that I have not seen a player actually use Maxson 4x .50 cal in any competitive match.

Nerf Autocannons, Autocannons are gae, makes the game poopy, the only reason why Autocannons are around is because small arms in AS2 doesn't do enough damage. Also Autocannons practically put snipers out of business in AS2. Why save 160MP for a Sniper while you can just buy an Autocannon for 170, its a lot safer and it 1 hits people faster and it also protects you from Light Vehicles.

Look at Call to arms for example where they balanced autocannons where BTR's don't 1 hit soldiers, but are still very powerful and effective infantry killers but aren't disgusting like AS2 autocannons. This goes the same with the .50 cal MG's in Call to Arms is very well balanced, they hit like a bus, but they aren't over the top in terms of power. So you don't have squads 100m away and then the Autocannon just magically 1 hits all of them, gets 5 star veterancy and becomes super accurate automatic machinegun sniper rifle that blows up light vehicles. Plus autocannons promotes defensive/static play until a player can buy a tank or something to handle it, and also because Autocannons are so powerful its generally not even accepted to send infantry for flanking attacks or have anything to do against an Autocannon, yet in Call to Arms, good players are capable of pushing an infantry aggression towards a BTR with rocket launcher support, while in AS2, as soon as the Luchs/T60 etc comes in all infantry are pretty much pacified.

Also if small arms are getting the buff, then bazookas range should be increased by 5-10 also increase projectile speed of rocket launchers, because of the increase in power of small arms, machineguns on tanks would be a lot more useful, so you can't recklessly run out in the middle of the open to shoot a tank still, but bazookas won't have near useless measly reach, and since most maps played on WAW is generally much bigger than standard AS2 maps, its perfectly fine to increase the range of bazooka infantry. Also Call to Arms got around the unlimited bazooka range (Glitch) by removing the penetration/explosive potential of rocket launchers that try to shoot outside its maximum range, so practically bazookas should fizzle out 5-10m outside their maximum range.

Radios Ops.. remove these guys, they are just plain bad for gameplay, and a literal easy out to everything. (Radio ops is cancer.)

Reduce CP to 50-70, no player should have enough troops to cover the entire map simutaneously. reducing CP will force players into making more happen with less, plus it allows losing players to attack other locations as the winning player cannot cover every flag equally.

Oh yeah clarifying, Elites even though tanky in Call to Arms, die pretty fast to BTR's/.50 cals, but aren't instagibbed which is fine, and regular soldiers can already tank a little, or not disintegrate instantly. Also I don't mind returning Jeeps/Gaz/Kubel's etc ability to 360 fire, they're rather pacified since its not like they have a protective shield or anything for the crew plus with improved bazookas, they would more likely be bought to protect from these kind of rushes.

More final notes lol, by nerfing down autocannons and increasing power to small arms may create a comeback for the sdkfz223, M20 (still kinda rare), M16, BA-64, and so forth and many units which are practically "binned" (unbought) because of how the damage system works.
Last edited by SAUSAGESTAB; 16 Mar, 2016 @ 8:47am
Bzura 16 Mar, 2016 @ 12:57pm 
Sausage has a point with 20mm but CtA works a bit differently to AS2. In AS2 you have a short window for units to pay off so I prefer units that actually will do some damage before they are countered. I would make them expensive but effective.

Regarding the reg. squad: now reg. squad never was used in AS1 ( single lmg spam every 2mins) and it remained crap in AS2 so it's been useless for 4 years and we still don't really need a reg. squad but we need the LMG to support assualt infantry. (lWhat I am afraid of is that if you make the reg. squad as viable as the reg.squad it will simply take over and it will get spammed. So we might see more and more LMGs on both sides and useless rifles.

I like the assualt squads because they have good diversity, they just need a strategic support from LMG and we know it works beautifully in AS1. I am afraid that they won't be able to compete with LMGs spam especially if you nerf SMGs.

Agree to Radio Op removal. It's better to replace it will some arty.
Last edited by Bzura; 16 Mar, 2016 @ 1:02pm
ewt.strat29  [developer] 16 Mar, 2016 @ 2:17pm 
i'll be quick with 2 cents, i'd still be interested on what others think of the opinions above too.

RE : DMG over distance, I really wanted to do this though would take alot of tweaking as we definately don't want it to be GSM like. It would also change things in a very big way and might not be the MOW that the usualc ompetitive ppl like. If many people support this it will be investigated, I don't think I had support when i threw the idea around in the past.

RE : Grenades , hmmm i do dislike the importance of it. Changing the elitemarksman is a good example on how it changed it's use to have less grenades. Im afraid removing more grenades will make assualt squads lose it's purpose. hmmmm still not sure what to do with this.

RE : Autocannons they have gotten many price nerfs, in the last patch. Nerf by damage is a intereesting idea..

RE :50 cal dmg hmm possibly needed.

RE: Rifles, increasing the ranges will increase the dmg and accuracy at ranges previous as dmg and acc scales with those tables. Not sure if you seen the regular squad buffs, they are now focused into a rifle squad with a auto and more numbers with 5+ range... i would be interested to see if more is needed or how they turned out.

RE Useless units so far majority of stuff has been rebalanced by price and CP.

RE radio op, in the mean time maybe making it 5SP .. before we find a replacement if there is a good one. Anyone else hate it? I hjate it too.

natnat 16 Mar, 2016 @ 2:28pm 
CTA is a different game than AS2 Sausages and its widely considered worse for good reason. Staticy shootouts on paintball maps r dull.
20mm's allow for dynamism.
Bazooka's definitely dont need a buff, they're already being heavily overused.
Just leave major gameplay changes aside because by in large gameplay is decent. Only changes i would make is give rifles a slight buff at higher ranges and a nerf in nade range.
Having 70cp is utterly absurd. This is not CTA mini-paintball maps, u need men for eyes across these large maps.

P.S Radio Ops can go to 5sp in my book. Ugly unit.
Last edited by natnat; 16 Mar, 2016 @ 2:29pm
ewt.strat29  [developer] 16 Mar, 2016 @ 2:37pm 
Quick note for a idea on light AT guns having a bit more HE and increasing in price. To be a sort of counter for emplacement 20mms.
Arkhturus  [developer] 16 Mar, 2016 @ 3:55pm 
Strat we feel that the best way to adjust finnish smg is to increase the prize. I am thinking of prizing the single smg as 17mp and assault squad migth even go to 130mp because it can outshoot anything currently in game. Im also thinking of dropping the prize of finnish tank specials by 1, so kv-1 with improved armour would be 4SP and isu.152 6SP. Also timo implemented an huge buff to finnish heavy artillery to make it actually wiable and to make the fins arty faction we intended. Main resoning behind these changes is that in my opinion is that finnish early game potential is huge but then just falls flat when game escalates into heavy tanks.
ewt.strat29  [developer] 16 Mar, 2016 @ 4:02pm 
I think everyone will welcome any nerf to the finish SMG, I would agree on that. On the later game units I don't see a problem with those prices. KV-1 is the only worry as it's not a normal kv1 but i don't have enough experience fighitng it to actually know. From what I hear it is invincble to allied guns. Also how does it compare to churchill croc 5 SP? If this a nerf that's required, we might need to change other units to make them also like finland.

In regards to the chucrchill croc the CP reduction buff might make it viable? not sure.
Last edited by ewt.strat29; 16 Mar, 2016 @ 4:07pm
Arkhturus  [developer] 16 Mar, 2016 @ 4:21pm 
Yeah when compared to churchill crocodile kv-1 would have far worse armor. Although both would behave same way being almost impossible kill frontally. The gun is hard to compare because armor of allied and axis varies much, but churchill should be better. In all honesty with kv-1 you would be getting more bang for your buck, but i dont think straigth up comparison is fair here because we are talking two wery different nations. I think the change with kv-1 prize would fit nicely in to finland and open some options into competive play. It is in anycase stay as a fringe unit so it can stay at 5SP if you want.
Arkhturus  [developer] 16 Mar, 2016 @ 4:24pm 
About the churchill croc itself, I could see prize and cp decrease justified. The thing is that i really dont want to see any buffs given to england as they have always been strong and still are.
ewt.strat29  [developer] 16 Mar, 2016 @ 4:26pm 
I do find tourni squad just too good to turn down, and that's the reason the kv-1 would be a frindge unit at 4SP. Fair enough RE churchill croc, just making sure we aren't buffing too much again. I think the CP buff for churchill is good enough. Though england would also have gotten a nerf due to 20mm nerfs all around.

Also just bringing to your attention It seems to be a huge consensus finland is the best nation in the game for 1v1, mainly because of the soumi. Not sure if a 1 mp price increase will actually change anything.
RE nerfs you did mention you guys were working on a set of nerfs, is anything else coming?
Last edited by ewt.strat29; 16 Mar, 2016 @ 4:28pm
Arkhturus  [developer] 16 Mar, 2016 @ 4:34pm 
hefty prize increase for the elite marksmen, although im pretty sure you already thought about that. We had some discussion about changing the suomikp but the thing is its already so close to the russian one that we think any change would make those two guns the same. Literary only differences are 10% more accuracy and different skin and sound assets. The thing we have been now thinking that we would change one smg to rifleman in assualt squad and see what happens. i really hate the idea of changing toerni detachment, but im thinking what to do to it.
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