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Claremont Waltz

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This actually looks like a great patch. Planes, flamers, autocannons and off map all took big hits.

Offmap got fucking mauled. It now has to be used 300m closer at 1km and the most vicious forms either get fewer shells or cost more. Big improvement right there!

Planes have a longer repair time and bombers are less accurate when suppressed. Couple that with the second round of buffs to cheap AA and we might finally be getting somewhere. Here's hoping the next balance pass substantially cuts the number of fighter and heavy bomber cards available to airborne divisions.

Autocannons got a big ammo nerf and the upvet ones got an ROF nerf that should reduce the miserable critical spam that allowed them to dominate light tanks at 500m range. For those that haven't experienced it, 180 rounds for an autocannon is basically nothing. They'll get maybe two or three engagements and then they're out of ammo.

Flamer ammo nerf will depend on how big it is. Pre-patch flamers had effectively infinite ammo so here's hoping they now occasionally run out.

Another important but smaller nerf is to pio/engie nades. Previously their damage output didn't matter because it instantly suppressed and surrendered whatever got hit. A suppression nerf might make them less powerful, but also might increase the dominance of flamers since grenades were the only real counter. Unsure of impact.

Accuracy buff to Stuarts and staghounds should put final nail in the coffin for autocannons as the cheap light tanks can now reliably hit them at longer ranges. Poles (aka Staghounds: the deck) and 3AD will get biggest buff from this, which Eugen recognized when they nerfed 3AD cmd Stuart vet from 2 to 1 (RIP best friendo and killer of Fireflies, we loved ye well). The compensated for this by giving a card of 1 star stuarts last patch, so now there's an interesting choice to be had.

Sexton and 25pdr rof buff plus dispersion buff last patch might make these things actually good as opposed to a necessary duty. Low HE and AOE should keep them from being oppressive.

Locust aim time nerf should basically remove it from play as everything will get first shot on it.

I'm actually excited to pick the game up again after this patch when previously I had dropped out to wait for a real balance patch a week or so ago. Here's hoping the division patch drops next week and things can really get going.

As far as I'm concerned we're still in beta what with the twice a month patching. Not sure why people are demanding it be even faster, this is already very quick.
 
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Tank Girl

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J7zHjld.jpg


CONTENT
  • New “Duellists” 1v1 & 2v2/3v3 variants of the Carpiquet & Sainte-Mère-Eglise maps.
  • Carpiquet & Pegasus now available in 10v10.
  • New Axis vs. Axis & Allies vs. Allis 10v10 servers added.
  • Spanish language added

--------------------------------------------------------------------------------------------------------

FIXES
  • Fixed a bug preventing the s.FH396(r) from firing at its maximum range.
  • Fixed a bug regarding the Besa HMG's AP value.
  • Fixed a bug hiding an allied unit's ghost' name & weapons.
  • Fixed a bug instantly removing a dead infantry unit in a city block, instead of having it greyed first like others.
  • Fixed a freeze sometimes occurring when deactivating some sound peripherals.
  • Fixed a crash occurring with towed units.
  • Fixed a bug allowing planes to fly through mountains after a diving attack.
  • Fixed a crash for invited players occurring when the search started while looking for someone to invite.
  • Fixed a bug displaying empty players' name with "NEUTRAL" in replays.
  • Fixed a plane behavior bug: when one loses its target before entering on-map, it now exists the map through the proper air corridor.
  • Fixed a bug displaying "LIVE" on a replay.
  • Removed the ability to save a game after having surrendered, which resulted in a corrupted save.
  • Fixed the "Level up" display in French.
  • Fixing a display bug in the "lost password" window.
  • Fixing the Destruction mode's hint.
  • Fixing the AT rockets' hint.
  • Once a solo mission is complete, the next one is automatically selected in the missions' list after the debriefing screen.
  • Fixed a score display bug in the final German solo mission.
  • Fixed some rare crashes or freezes.

--------------------------------------------------------------------------------------------------------

BALANCE

This patch focuses on generic balance issues, not individual divisions. A next one will be dedicated to individual divisions' balance.

Generic
  • Decreased number of shots fired by 203mm & 210mm off-map artillery from 15 to 12.
  • Increased off-map 356mm & 380mm artillery observers' price from 160 to 180.
  • Reworked vetted autocannons which do not get RoF bonus anymore.
  • Decreased (and standardized) "Ammo" loadout for flamethrowers.
  • Decreased satchel charges' suppression.
  • Decreased artillery observers' range of vision from 1300 to 1000m.
  • Decreased recon planes' refueling time.
  • Increased all planes' repairing time.
  • Decreased AA supply consumption.
  • Reworked bombers' drop pattern, which is now more dispersed when the plane is suppressed.
  • Increased single AA 20mm (FlaK 38 & Polsten)'s efficiency.

-------------------------------------

ALLIES
  • Increased M5A1/Stuart VI & Staghound' accuracy by 1.
  • Increased 25-pdr & Sexton's Rate of Fire.
  • Fixed the M15 CGMC's .50 range (which was inferior to the other AA .50).

101st Airborne
  • Increased M22's accuracy increase by 1.
  • Increased M22 aiming time from 3 to 4 seconds.

6th Airborne
  • Fixed the Paratroopers' speed.

-------------------------------------

AXIS
  • Decreased ammo loadout for SPW 222, SPW 231 & SPW 232 from 300 to 180 rounds.
  • Decreased FlaK 88mm's suppression.

Wow, I like these patch notes. I make a mark in the calendar :D

No, for real, sounds promising. Cant wait to test the updates.
Also eager to play some allies vs allies or axis vs axis 10vs10. could be interesting...
 

Max_Damage

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Not sure if m22 should be getting +1 accuracy. It has the same caliber like 4 acc stuart. Oh stuarts also got buffed, right.

Im not a fan of this change purely for consistency reasons. All weapons get ROF with vet, now there is an exception for 20mm ac. Dont like exceptions to universal rules:

  • Reworked vetted autocannons which do not get RoF bonus anymore.
 

Claremont Waltz

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Not sure if m22 should be getting +1 accuracy. It has the same caliber like 4 acc stuart. Oh stuarts also got buffed, right.

Im not a fan of this change purely for consistency reasons. All weapons get ROF with vet, now there is an exception for 20mm ac. Dont like exceptions to universal rules:

  • Reworked vetted autocannons which do not get RoF bonus anymore.

Lots of units have small differences in impact from vet. Howitzere don't get an aim time buff and are the only unit to get a vet mobility buff, only recon inf gets a Dodge bonus, etc. Autocannons definitely don't need an ROF buff and the outcome was incredibly cancerous so I think everyone is in agreement that a little inconsistency is worth a big improvement in gameplay experience.

https://www.reddit.com/r/Steel_Divi...eterancy_and_accuracy_calculations_explained/



Well, unless you were a hachi nana spammer in which case you probably thought this was totally unfair and that all autocannons should get stealth and high optics.
 

xXSunSlayerXx

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BALANCE

This patch focuses on generic balance issues, not individual divisions. A next one will be dedicated to individual divisions' balance.

Generic
  • Decreased number of shots fired by 203mm & 210mm off-map artillery from 15 to 12.
  • Increased off-map 356mm & 380mm artillery observers' price from 160 to 180.
  • Reworked vetted autocannons which do not get RoF bonus anymore.
  • Decreased (and standardized) "Ammo" loadout for flamethrowers.
  • Decreased satchel charges' suppression.
  • Decreased artillery observers' range of vision from 1300 to 1000m.
  • Decreased recon planes' refueling time.
  • Increased all planes' repairing time.
  • Decreased AA supply consumption.
  • Reworked bombers' drop pattern, which is now more dispersed when the plane is suppressed.
  • Increased single AA 20mm (FlaK 38 & Polsten)'s efficiency.

I know a lot of people don't like the lack of individual unit changes in this patch, but honestly, this bunch of changes here is a lot more important than that. What's the point in tossing around 5 points here and there or giving small accuracy buffs to single units when underlying game mechanics are inherently unbalanced. Small "across the board" changes like the nerf to autocannons are a lot better than bumping the price of the currently most OP autocannon up by 10 points every other week until people stop complaining.

Now, if you could increase the frequency of these patches to once a week, that would be great.
 

DPK

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waiting for the availability/vet or price buff for allied phase C toy tanks. Eugen do know that there's less veted Firefly than the King tigers right? The rookie firefly is just a overpriced sherman with a big sigh of "SHOOT ME NAWH!" .
 
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Harold Alexander

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Actually this patch don't fix almost everything, german airborne/inf decks besides 716 and maybe partially 17th SS is very strong in small games. 3rd FSJ still OP, maybe even better with vetted single-barrel flaks 20 mm. German tank divs overperforming vs any types of Alllied armor and unstopable in med-late game. Also all allied armor divs sucks in small games. Canadians still in very good spot, etc etc.
 

Claremont Waltz

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waiting for the availability/vet or price buff for allied phase C toy tanks. Eugen do know that there's less veted Firefly than the King tigers right? The rookie firefly is just a overpriced sherman with a big sigh of "SHOOT ME NAWH!" .

I'm sorry you don't know how to play with allied armor? You're not supposed to engage a KT that hasn't been suppressed. The KT is a 380pt unit that you can suppress with equal or less point investment in bombers/rocket planes or even artillery (because it moves at the speed of snail offroad). You can even keep it suppressed with minimal additional effort, especially if you focus on killing any commander nearby.

If you do engage an unsuppressed KT -- especially at long range, but potentially even at short range -- you will lose and everything is working as intended. Allied tank vet is 100% irrelevant to this engagement, and complaining that your unit cannot kill its intended counter in engagements that favor the counter is akin to complaining that your tank can't attack 88mm AT guns without exploding.

This isn't AYY LMAO video game edition. Use the tools at your disposal and you will have no problem killing it -- or at least preventing it from having any game impact -- even as 3AD or other American decks.
 

Max_Damage

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Reducing ammo count of 20mm vehicles was a really bad decision. With veterancy they overperformed, but since you fixed that you didn't need to also lower the ammo count.
Absolutely. Cumulative overnerfs and intorduction of weird rule exceptions. Son i am disappoint.

Just imagine: vet 2 used to give +30% rof.

Now they are gone and also ammo cut in half. This is like nerf by 2 times. For god sake.. RIP windhunt, 21 pz, 12 pz. And its not even like they were better then canada pre patch lol.
 
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