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russian armor

I demand a quick fix now!

13 Nov 2013, 02:42 AM
#1
avatar of blitz1337

Posts: 184

Who the hell decided to give the soviets a fuel boost at 0cp????? As if the t70 didnt come out early enough already........
13 Nov 2013, 02:45 AM
#2
avatar of WiFiDi
Honorary Member Badge

Posts: 3293

over reacting much?
13 Nov 2013, 02:48 AM
#3
avatar of Basilone

Posts: 1944 | Subs: 2

Staghound MG never reloads anymore, I demand a quick fix now!! Oh wait...
13 Nov 2013, 03:13 AM
#4
avatar of blitz1337

Posts: 184

over reacting? Right... So the tank with the 2 min window which would always push back the german forces now has a 4 min window, except its not a window anymore coz the germans lose all territory. Unable to get a hard counter out. Only thing germans can do now is lay a few mines and pray.
13 Nov 2013, 03:48 AM
#5
avatar of wooof

Posts: 950 | Subs: 1

im not really happy with this commander either, but siberian did just manage to beat it on his stream. 3-4 grens, t2, schrecks, ht for reinforce, then pak. he killed all 3 t70s fairly fast, though part of this was due to bad micro by the soviet player. with proper kiting, its definitely really hard to beat.
13 Nov 2013, 03:52 AM
#6
avatar of blitz1337

Posts: 184

yeah i watched it, and the soviet player was not very good. he got the t70's out late and microed them poorly.

Ok, so i jst played a game where the soviet player was able to get 3 m3's out, then a t70 at 6 mins and then a t34 at the same time my p4 came out, and he didnt even have his fuel point for half the game.........
13 Nov 2013, 04:59 AM
#7
avatar of DietBrownie

Posts: 308

I was able to pump out a t70 in 4:30 minutes, VonIvan claimed he pumped one out at 4 min.

13 Nov 2013, 06:07 AM
#8
avatar of Blovski

Posts: 480

Curiosity, do you guys reckon moving that ability back to 1 or possibly even 2 cps would fix it to an extent? The manpower loss seems like it would be reasonably severe as a counter-measure if it wasn't giving such a larger window of opportunity.

It seems like a real theme of the paid commanders that they all have 0cp abilities while free commanders do not, and a lot of the time it appears to be that messing with the very early game that makes it very difficult to reach a good balance compromise, and this one seems like a particularly severe example of that.

It also seems to me like a better solution for the building build times would be to generally reduce T1 and T2 times for the Soviets and then have the commander passive just affect vehicle build time. Currently the building and vehicle build times are just a huge buff for that commander, even without the fuel changes.

Edit: NB, purchased vet at the price it's at at the moment feels pretty weird to me too. Not buying the new commanders, so can't really test it.
13 Nov 2013, 06:29 AM
#9
avatar of Omega_Warrior

Posts: 2561

jump backJump back to quoted post13 Nov 2013, 06:07 AMBlovski
Curiosity, do you guys reckon moving that ability back to 1 or possibly even 2 cps would fix it to an extent? The manpower loss seems like it would be reasonably severe as a counter-measure if it wasn't giving such a larger window of opportunity.

It seems like a real theme of the paid commanders that they all have 0cp abilities while free commanders do not, and a lot of the time it appears to be that messing with the very early game that makes it very difficult to reach a good balance compromise, and this one seems like a particularly severe example of that.

It also seems to me like a better solution for the building build times would be to generally reduce T1 and T2 times for the Soviets and then have the commander passive just affect vehicle build time. Currently the building and vehicle build times are just a huge buff for that commander, even without the fuel changes.

Edit: NB, purchased vet at the price it's at at the moment feels pretty weird to me too. Not buying the new commanders, so can't really test it.

It might fix the armor problem, but the ability is also tied to the fast building too. Doing that would make that ability pretty useless.
13 Nov 2013, 06:34 AM
#10
avatar of MoonHoplite

Posts: 85

You can beat this commander if the opponent isnt skilled enough to get the T70 quickly.

It's balanced.
13 Nov 2013, 06:34 AM
#11
avatar of sevenfour

Posts: 222

jump backJump back to quoted post13 Nov 2013, 06:07 AMBlovski
It also seems to me like a better solution for the building build times would be to generally reduce T1 and T2 times for the Soviets and then have the commander passive just affect vehicle build time. Currently the building and vehicle build times are just a huge buff for that commander, even without the fuel changes.


QFT +1
13 Nov 2013, 06:36 AM
#12
avatar of DanielD

Posts: 783 | Subs: 3

It's too early to make any judgement one way or the other. Clearly the 4 minute T70 is really strong, but that 80mp a minute that you lose is huge.
13 Nov 2013, 06:38 AM
#13
avatar of DietBrownie

Posts: 308

jump backJump back to quoted post13 Nov 2013, 06:36 AMDanielD
It's too early to make any judgement one way or the other. Clearly the 4 minute T70 is really strong, but that 80mp a minute that you lose is huge.


I agree, but it's 60 mp loss.
13 Nov 2013, 06:50 AM
#14
avatar of Con!

Posts: 299

Another thing to consider is t3 units can cap at vet 1 so if you keep your early tanks alive they basically become like another inf unit but much stronger. So not having a lot of inf early really doesn't affect you that much particularly because all you need to hold are vps and a few points.

It basically is a commander that says who needs map control I can tech faster without it.
13 Nov 2013, 09:31 AM
#15
avatar of DrinkIIKir

Posts: 23

PPl are complaining about 1 option of a doc but ger are OP deal with it. I guess you'll survive.
Maybe you guys want to talk about the possibility to get vet units just by paying? JESUS....
13 Nov 2013, 09:43 AM
#16
avatar of tuvok
Benefactor 115

Posts: 786

it has been tested on the balance server so it must be balanced!!
right??
13 Nov 2013, 10:26 AM
#17
avatar of Jaigen

Posts: 1130

Powerful as it is doesnt compare to the power the massive resource income supply drop from the Luftwaffe doctrine
13 Nov 2013, 10:39 AM
#18
avatar of hubewa

Posts: 928

Lol 4 minute T-70. What part of Game killing don't ppl get -_-

Seriously, light armour that early....

BB infantry wars I guess...
13 Nov 2013, 10:47 AM
#19
avatar of tuvok
Benefactor 115

Posts: 786

an early T70 will get addressed eventually and won't help boost your few infantry squads, I am more worried about an early T4 actually:
early su76 deals with grens/mgs +
early katyusha deals with paks, shrecks
you might be forced to shell out for a shameful stug <444>_<444>

it's really clear that the path Relic has taken to get this units back into the meta (ie add Variety to the game) is by forcing you to use certain (paid) commanders
13 Nov 2013, 13:33 PM
#20
avatar of scarenow

Posts: 79

Staghound MG never reloads anymore, I demand a quick fix now!! Oh wait...
You are gaining more ranks in trolling skills. Someday you will find honourable place in Cohexperts pantheon ;)
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