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russian armor

patch 1.8 feed back

19 Sep 2024, 12:01 PM
#1
avatar of Vipper

Posts: 13495 | Subs: 1

FEATURE IMPROVEMENTS


Chat System Improvements


Suggestions:
What is actually need is to silence specific user and possibly report them for offensive language or a warning should be issued to them...



MULTIPLAYER BALANCE

Sandbags and Tank Trap Defense Target Size

The following change makes it easier to destroy certain field defenses when issuing attack-move commands on the target.

All updated to target size 20 except wire


This is a step in the wrong direction for a number of reason:
Allowing Tanks and Antitank to easily destroy tank traps negates the reason to have them in game in the first place.

Allowing ballistic weapon to target sandbags is counter intuitive and defeats the reason to have the available in the game in first place. As an example I will point out that AT or TD can now be used to deny cover from a very long distance, to make thing even worse explosive weapon can now be used to target sandbags instead of infantry resulting into shots with zero scatter.

If the there is an "over use" of this defenses other solution are better.

Suggestions:
Reduce availability.
Make sandbags Tank traps available to less unit or requiring certain level of tech or veterancy.
Increase build time.

Reduce their effects.
Make tank traps provide yellow cover so that they are used as traps and not cover. Add resistance to ballistic weapon, lower HP.

Create special units/weapon that can easily deal with them.
Certain engineer units could get an ability to dismantle tank traps/sand bags.
Certain vehicles could destroy with with main gun (or barrage) or with bulldozer blade.
Certain units could have better modifiers vs sandbag like mortar or certain type of offensive grenades.

...(more to come)
19 Sep 2024, 12:48 PM
#2
avatar of aerafield

Posts: 3022 | Subs: 3

jump backJump back to quoted post19 Sep 2024, 12:01 PMVipper


This is a step in the wrong direction for a number of reason:
Allowing Tanks and Antitank to easily destroy tank traps negates the reason to have them in game in the first place.



Nah, not really. Tank traps are only meant to slow down the enemy tanks, not outright stop them
19 Sep 2024, 13:26 PM
#3
avatar of Vipper

Posts: 13495 | Subs: 1



Nah, not really. Tank traps are only meant to slow down the enemy tanks, not outright stop them

If in game one can destroy them with Tank guns, ATG and TD from long distance they won't slow them down...

Tank trap in real life where use to both slow down tank and stop them.

The game is based on units/abilities that counters specific strategies that should also apply to tank traps and sandbags
Yesterday, 11:21 AM
#4
avatar of Vipper

Posts: 13495 | Subs: 1

Demolition Charges

We are further increasing the damage demolition charges deal to defensive structures to solidify their role as anti-defense weapons.

Now deal 200% additional damage to bunkers in addition to current modifiers.

Bonus damage against emplacements increased from 100% to 200%

Since the design of demolition chargers as anti-defense weapon the should have their other roles toned down as well. Currently they act also as super grenades and the availability is very big especially for US with infantry support center.

Suggestions:

Reduce the damage to infantry/vehicles possibly removing the wipe probability.
Remove/reduce the efficiency of airdropped units to blow defensive structures.
Increase damage to sandbags, tank traps Bridges

Flamethrowers and Vehicle Flamethrowers



Suggestions:

Give flamer vehicles a timed ability that light up areas and does DOT. This could either be a static ability or could even be used on the move.

Reduce ready time and increase turret rotation of PZIII since it might for ever to start firing on moving targets.


Salvaging – Recovery Vehicles and Rapid Salvage for Panzerpioneers and Panzergrenadiers

In most cases it was preferable to recover a destroyed vehicle wreck rather than salvaging it. To remedy this, we are now allowing salvaged wrecks to provide manpower, incentivizing this ability to be used to improve one’s economy or in situations where wrecks cannot be safely recovered.

Now provides 30% of the total wreck’s manpower cost in addition to the current 15% fuel.

The salvage /recover mechanism simply need a redesign is it can be exploited in many way it very difficult to balance. It will either be to strong or not worth it.

Suggestions:
Make recover vehicles provide stack that can then be used to repair and upgun vehicles.
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