Hold the ground
Posts: 13496 | Subs: 1
- Hold the Line should now trigger on friendly sectors controlled by Allies
- Hold the Line now highlights sectors for all players when active
For those not familiar with the ability it is CP 8 cost 250 munition and :
"-20% received accuracy to all squads in a friendly sector. After about 20-30 seconds, the RAF will send a plane to attack each individual enemy unit. For example, if you enemy has 10 units in your front-line sector's territory, then 10 typhoons will come to attack each individual enemy unit. If the enemy units remain and continue to loiter around in your sectors, then more typhoons will continue to make single passes at individual units until the sector is clear, your front-line territory is lost or contested, or the ability duration runs out."
Pls test the ability in preview mod, now that it is fixed and provide feedback here.
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Posts: 13496 | Subs: 1
There is already a UKF feedback thread.
Thanks for the info, now pls test the ability and provide feedback in any thread you like.
Posts: 773
Has the bug been fixed where the icon (or effect, unsure which) remains on sections even after the ability has long ended?
The only thing that has kept this ability under the radar is its requirement for maximum potential. As you mentioned, if the territory is decapped before 20-30 seconds, your frontline breaks and no fighters come.
If however you manage to contest it or the enemy attack after the 20-30 second mark, they can't even put a toe in the territory without being nuked.
It works wonders for late game final defences, but now imagine that across the whole front line where it is much easier to maintain the lines with 1/2/3 other players to mass the frontlines, defending against a push...
Should have remained as it is (only the players territory) but reduce the amount of time for the planes to arrive, this keeps it isolated in late game team games but also, sees its use in 1v1's more viable rather than throwing away 250 muni.
Posts: 13496 | Subs: 1
...
Has the bug been fixed where the icon (or effect, unsure which) remains on sections eventhe ability has long ended?
When I used it a couple of times in 4vs4 game the icon was fixed after the ability run out
Posts: 1614 | Subs: 3
the bug where the icon (or effect, unsure which) remains on sections even after the ability has long ended
Does someone have an idea how this bug occurs / can be reproduced?
And yes, the icon is tied to the effect itself, so it means squads have a permanent -20% RA buff.
Posts: 13496 | Subs: 1
Does someone have an idea how this bug occurs / can be reproduced?
And yes, the icon is tied to the effect itself, so it means squads have a permanent -20% RA buff.
It did not happen to me when I used in the game. Maybe it happens when combined with suppression? I might try to test if I find someone to help me and have the time.
Posts: 1614 | Subs: 3
It did not happen to me when I used in the game. Maybe it happens when combined with suppression? I might try to test if I find someone to help me and have the time.
Thank you.
If you can't find the issue while testing, keep an eye open in automatch and save the replay if you see it.
Posts: 8154 | Subs: 2
Thanks for the info, now pls test the ability and provide feedback in any thread you like.
Avoid creating new threads unless it's to discuss something outside of the scope of the new patch. Specially if the opening post is just "guys pls test this".
This is in order to avoid everyone making a new thread for each topic of the patch.
This thread will stay as it devolved into bug solving and moved towards the corresponding section.
Posts: 13496 | Subs: 1
Avoid creating new threads unless it's to discuss something outside of the scope of the new patch. Specially if the opening post is just "guys pls test this".
This is in order to avoid everyone making a new thread for each topic of the patch.
This thread will stay as it devolved into bug solving and moved towards the corresponding section.
The ability is broken in large mods and should be look at. The reason I did not provide feeback myself was so other can test it with an open mind.
Although this change is under fixing bugs in patch-notes it a huge buff to the ability so from balance point of view I am not even sure which thread is suitable to debate this.
Posts: 8154 | Subs: 2
The ability is broken in large mods and should be look at. The reason I did not provide feeback myself was so other can test it with an open mind.
Although this change is under fixing bugs in patch-notes it a huge buff to the ability so from balance point of view I am not even sure which thread is suitable to debate this.
It's simple.
Balance concerns goes to the UKF discussion thread.
Announcing that there is a bug with the build goes towards the patch bug discussion.
If people want to discuss how to proc the bug, this thread should work.
If someone has a long post discussing a full rework of the ability they might as well make a new thread. As i said before, the opening post just described the ability and asked people to test it. A simple post in the other thread would had been enough.
Posts: 13496 | Subs: 1
It's simple.
Balance concerns goes to the UKF discussion thread.
Announcing that there is a bug with the build goes towards the patch bug discussion.
If people want to discuss how to proc the bug, this thread should work.
If someone has a long post discussing a full rework of the ability they might as well make a new thread. As i said before, the opening post just described the ability and asked people to test it. A simple post in the other thread would had been enough.
I am pretty sure that the ability need a new design .
Posts: 8154 | Subs: 2
I am pretty sure that the ability need a new design .
Maybe, but that was not what the initial post implied.
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It might now almost be as broken OP as close the pocket.but alla easier to pull of.
Posts: 2693 | Subs: 1
but alla easier to pull of.
And hella easier to avoid taking any damage from.
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Posts: 13496 | Subs: 1
Posts: 1273
edit: not sure why this isn't in the UKF thread. Is there something I am missing?
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