Finndeed Vs Kpen.
Ost Vs Sov. Example of the stug E in current state.
Recommend a range reduction to avoid base rape over hedges but otherwise i like it a lot.
Winter Patch 1.1 Stug E example.
by
Finndeed
6th December 2016, 11:45 AM
- [00:00:07] Kpen97 competent player:
- [00:00:10] wmm//Finndeed:
- [00:00:11] Kpen97 competent player:
- [00:00:21] wmm//Finndeed:
- [00:00:30] Kpen97 competent player:
- [00:00:32] Kpen97 competent player:
- [00:00:36] wmm//Finndeed:
- [00:05:08] wmm//Finndeed:
- [00:05:28] Kpen97 competent player:
- [00:17:45] wmm//Finndeed:
- [00:20:51] wmm//Finndeed:
- [00:21:32] Kpen97 competent player:
- [00:21:32] wmm//Finndeed:
- [00:25:59] wmm//Finndeed:
- [00:28:40] Kpen97 competent player:
- [00:28:43] wmm//Finndeed:
- [00:28:53] wmm//Finndeed:
- [00:29:01] wmm//Finndeed:
- [00:29:02] Kpen97 competent player:
- [00:29:26] wmm//Finndeed:
- [00:29:31] Kpen97 competent player:
- [00:29:32] wmm//Finndeed:
- [00:29:37] wmm//Finndeed:
- [00:29:39] wmm//Finndeed:
- [00:29:56] wmm//Finndeed:
- [00:30:02] wmm//Finndeed:
6 Dec 2016, 11:45 AM
#1
Posts: 612 | Subs: 1
6 Dec 2016, 11:51 AM
#2
Posts: 612 | Subs: 1
Seems to be something wrong with the replay... anyone know what?
6 Dec 2016, 13:31 PM
#3
Posts: 2636 | Subs: 17
I'll have to watch the replay to give you an opinion.
We can change other things to balance the Stug-E. However, imo it should keep its longer range to differentiate it from the Brummbar (which is a close-range AoE demolisher). That way, an OST player can have both units on the field at the same time, without one being strictly better than the other.
What is important for the Stug-E, though, is that it should feel "strong" despite the fact that it cannot kill things with a single shot anymore, and despite the fact that the enemy can relocate to dodge the projectile.
It was definitely not our intention to allow the Stug-E to fire over base-covering hedges. Thus, I'll have to see if something can be done about the firing angle. The map hedges I tried when testing the Stug-E were the crossroads ones (which should be, easily, the most abusable ones).
Thanks again for helping us review our changes!
We can change other things to balance the Stug-E. However, imo it should keep its longer range to differentiate it from the Brummbar (which is a close-range AoE demolisher). That way, an OST player can have both units on the field at the same time, without one being strictly better than the other.
What is important for the Stug-E, though, is that it should feel "strong" despite the fact that it cannot kill things with a single shot anymore, and despite the fact that the enemy can relocate to dodge the projectile.
It was definitely not our intention to allow the Stug-E to fire over base-covering hedges. Thus, I'll have to see if something can be done about the firing angle. The map hedges I tried when testing the Stug-E were the crossroads ones (which should be, easily, the most abusable ones).
Thanks again for helping us review our changes!
6 Dec 2016, 15:17 PM
#4
Posts: 612 | Subs: 1
Thanks again for helping us review our changes!
Of course, glad to be of help.
I guess the site has to have the used version of the mod as well for the replays to work?
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