The range indicator only updates when re-selecting the ability after the unit gets vet 4. Can you verify that? I tested it this morning and seems to work as intended now.
You're right ... my fault
Posts: 3
The range indicator only updates when re-selecting the ability after the unit gets vet 4. Can you verify that? I tested it this morning and seems to work as intended now.
Posts: 13496 | Subs: 1
Good thing you don't have to wonder because ostheer actually does in that commander with concrete bunkers I think.
For the record I also think old perimeter overwatch was freaking cancer.
Posts: 8154 | Subs: 2
As far as I know the patch has been deployed in consultation between Relic and AE and the referees.
Posts: 1096
This is a big tournament for a small game, there are so many games with way higher player counts that arent seeing a quarter of the competitive love this game gets. Appreciate it for what it is, delaying it a week wouldn't matter for them but matters for the players that appreciate the competetive side.
Posts: 4474
yeah no, member that one tournament player that said "USF up up" then it was USF only games with M20 in to fast Pershing ? No thanks actually get some statistics, we know tournament player have some favourite
And this is why people should wait for the people ACTUALLY running the tournaments to complain first before getting their jimmies rustled.
Posts: 15
Posts: 1217
For your attention:
Ostheer
All Out War Passive
Due to the nature of this issue overriding other capture bonuses provided by ability, we are removing the capture bonus.
10% Capture Speed Bonus Removed.
Posts: 3588 | Subs: 3
Is there going to be a compensation for that? The buffs for Ostheer T4 were weak but as is you only get that neglegible reinforce cost reduction now. Hardly worth it.
Posts: 1162
Bolster simply needs a redesign. Having an ability that make 4 men and 5 men squad come at the same price is bad design.
Both the prices for UKF 4 men and 5 men squad are off.
Posts: 17914 | Subs: 8
Tommies should just continue to be produced with 4 men after bolster, but can be reinforced up to 5.
Would discourage just spamming tommies rather than encourage it.
Posts: 1162
Posts: 1351
Tommies should just continue to be produced with 4 men after bolster, but can be reinforced up to 5.
Would discourage just spamming tommies rather than encourage it.
Posts: 2458 | Subs: 1
Posts: 17914 | Subs: 8
I don't think this hotfix has actually achieved anything.
I said it 100 times already but will say it again: Infantry Sections are too strong and locking bolster behind T1 is not going to change it.
If you go Infantry Section (starting unit) - Infantry Section - Infantry Section - UC - Tech - Vickers K upgrade on UC the timing of the Vickers on the UC is exactly like it was before because the moment you have 3 Sections + UC + tech is the same moment you reach 60 munitions.
Posts: 833
The reason it would make sense is because currently once you have upgrade, the more tommies you build the better, each extra squad decreases the shared cost of the upgrade = more for less.
But if you had to pey based on number of squads you have, it makes pure spamming more expensive, and a bit more combined arms rewarded.
If you felt the initial cost of the upgrade was to much you could just reduce the ammount of manpower you pay.
Posts: 833
I don't think this hotfix has actually achieved anything.
I said it 100 times already but will say it again: Infantry Sections are too strong and locking bolster behind T1 is not going to change it.
If you go Infantry Section (starting unit) - Infantry Section - Infantry Section - UC - Tech - Vickers K upgrade on UC the timing of the Vickers on the UC is exactly like it was before because the moment you have 3 Sections + UC + tech is the same moment you reach 60 munitions. Reason for this is the super short build time on the T1 structure.
Posts: 366
32 | |||||
15 | |||||
7 | |||||
4 | |||||
229 | |||||
23 | |||||
15 | |||||
3 | |||||
2 | |||||
2 |