In hindsight, playing and trying to do a QA likely was not the best idea. It was very difficult to answer questions meaningfully and play the game itself. I figure its worth clarifying a few points incase they weren't clearly communicated in the stream itself.
Regardings Volksgrenadiers and the Shrek, we recognized this as an issue. However, we noted that the removal of this weapon would likely have adverse effects on the factions performance. As such, we are working towards a solution which minimizes this adverse effect while resolving the tactical breakdown this strategy has created.
Regarding the Pack Howitzer, I did not understand the question when it was first stated. The point relating to its target size is fair, its definitely something we can look into.
Regarding RNG, there are definitely cases where RNG has resulted in a negative experience for players. In cases where counterplay is maintained, we feel RNG works well to create a positive environment. In instances where counterplay is non-existant, we feel RNG's impact on the game can come across as arbitrary and is worth addressing at some point in the future. One example related to stray shells wiping a squad, this is definitely an area we want to improve on.
Regarding Panzergrenadiers, it was noted that they are over performing relative to their cost. But, given their timing their overall performance is limited. Basically, if the unit was fielded at the 0 minute mark it would likely be viewed as an over performer, its not and therefore its performance is considered to be on par or slightly below par. That is all that comment was meant to point out.
Regarding the call-in meta, it was noted that we recognize the cost efficiency of call-ins and their impact to the meta. However, we feel that a solution to call-ins cannot occur until we remove the reliance Soviet players have on these units. This likely means some changes to make Soviet core units more appealing/viable.
Hope this clarifies some of the point we sought to make in the cast. We will definitely consider going with a separate QA section next time.
PS. The point about the Sherman Bulldozer was meant to be some light humour. |
Amazing job guys, a number of us at the studio were watching the action. Quite a bit of excitement on our end to say the least. Great event! |
Update:
- Removed fuel and munition caches from the mode
- Tiger Ace cost increased from 800 MP to 1000 MP and 260 FU |
Attrition Game Mode
Commander, HQ has designated the given territory as a strategic point of interest. Intel indicates that enemy forces are positioned nearby and poised to make an advance. Take and hold the area or eliminate the enemy, the choice is yours.
Each player is requisitioned a limited number of resources to build and deploy their company with. Since resources are limited, loses must be kept to a minimum.
- Players have access to almost every unit within a faction, including heavy armor. The only limiting factor is population and resource cost.
- Capturing territory increases the team’s population cap; thereby allowing them to deploy more units.
- Typical game length is 8-10 minutes.
- Subscribe to Attrition here!
We are interested in getting feedback related to balance and gameplay. Let us know if a change is needed to better balance the potential match ups. We are also interested in knowing what you think of the new game mode and any feedback or suggestions you might have for future iterations. |
Could a mod please update the link to Attrition posted in the OP with the following link: http://steamcommunity.com/sharedfiles/filedetails/?id=333692191 |
Updated change logs once more. |
|
I pointed out the cache as one possible counter measure simply because it's easy to overlook its effectiveness in this scenario. If a player does manage to execute crush the pocket perfectly, it really puts the weight of the next decision on the oposing player. Do I try to fall back outside of the pocket, or do I push forward?
This decision largely weighs on a few key factors, such as the position of your units relative to the pocket and the type of cut off strategy your enemy executed. Did he over extend? Can you push forward to take out vulnerable targets or should you concentrate on the over extended units.
That said, the mechanics might need a few more tweaks to get this decision loop right. Namely, does the player have enough time to react? Can they properly observe this strategy in advance or during execution? Is the effort required by one player consistent with the effort required by the other? We are monitoring your feedback and will act as needed. |
Just to be clear, the Sturmpioneer along with every other infantry unit did not see a value change. They are worth the same, their stats were just optimized to better reflect their intended functionality. i.e. Sturmpioneers lost damage for durability. The idea is that when they close into an enemy unit, they receive less damage, therefore increasing the likelihood of having a whole squad over a partial squad. Their short-mid range damage output is already high enough in most cases that the reduction in damage that was applied will not result in the squad losing the given engagement. |
I'm just gonna leave this here. I'm sure vetlolcake will have an orgasm to rival an atomic bomb when he sees that first line, but people should know what sneaky things Relic has been doing. I fully expect them to hotfix the first line, but the question is how many days later.
82mm/120mm/Maxim/DSHK squads no longer have a 25% received accuracy penalty.
Paratrooper vet2 accuracy bonus from 1.25 to 1.4
Irregular/Partisan LMG nerfed ~12% (same as the other LMGs, except these didn't get nerfed at short range)
Raketenwerfer exp requirements for vet doubled
Button rate of fire reduction only 25% (patch notes say 56%)
Volk Schrek base accuracy nerfed to 0.025/0.0375/0.05 (from 0.03/0.0425/0.055), PG schrek accuracy was this already.
Vehicle stun effect duration from 5 seconds to 3 seconds (affects: sturmtiger, ostheer puma, pak40/43 stun rounds, elefant, stug e/g, stuart)
Terror officer aura further reduced slightly from 0.87 reload to 0.91 reload for weapon teams.
Ostheer Command Tank aura now applies to all allied units, previously only your own
Captain On Me ability buff changed from 1.2 damage to 1.2 accuracy
OKW PIV exp required increased by 10%
Recon Commander Paratroopers: Healing added to vet2 (like normal paras)
Captain & Lieutenant Thompson nerfed down to Paratrooper Thompson stats (so 50% lower damage though with the new improved range)
Soviet Combat Engineer build time increased from 4.25 to 4.5, manpower cost from 42.5 to 45 (so squad cost 170 --> 180, reinforce cost 21-->22)
Weapon Rack M1919 costs 70 muni (up from 60)
Fixed soviet weapon teams not getting received accuracy mods in recent hotfix
Button does in fact get 1.56 reload mods; there are two 1.25 mods that get applied
Vehicle stun is still 5 seconds, We made a unique critical that just the Stuart uses
The rest of Cruzz's post is fair game. |