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russian armor

Patch update

28 Mar 2014, 03:24 AM
#1
avatar of ferrozoica

Posts: 208

Update March 28th, 2014

Updates
UI Fix on Faceplat when Automatching
Repair Engineer issue addressed
Balance


Grenade AOE Profile
Now correctly average out the damage based on old AOE profile
German Snipers
Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
Sight now correctly set to 45
Soviet Sniper
Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
Sight now correctly set to 45
Penal
Corrected weapon profile to properly scale with unit cost
Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output
Shock Trooper
Corrected weapon profile to properly scale with unit cost
Moving accuracy from 0.5 to 0.8
Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output
Guard Rifles
Fixed an issue which caused the DP-28 to burst for long periods of time; damage output remains relatively the same.
Special Rifle Command
Manpower cost from 200 to 120
Build time from 95 to 80
Support Weapon Kampaneya
Manpower cost from 240 to 160
Bunker
Health from 600 to 480




A few interesting things here...

"Corrected weapon profile to properly scale with unit cost" - what does this mean exactly?
Only Relic postRelic 28 Mar 2014, 04:28 AM
#2
avatar of pqumsieh
Developer Relic Badge

Posts: 267 | Subs: 8

It means both the Penal and Shocks will do more damage, about 5-8% more.

It also means Shocks won't be punished as much moving in for the assault, as their moving accuracy is now 0.8 vs. 0.5!

We want Penals to perform slightly above cost given their placement in tech and some of their limitations. i.e. they aren't as flexible as Conscripts. Hopefully this improves their viability and better solidifies their role in the meta. In addition, a satchel can now take out a bunker in one go; adding a bit of extra utility to the unit.
28 Mar 2014, 04:54 AM
#3
avatar of warbucks

Posts: 8

Awesome news for Soviets!!! The Penal's have become useful again. With the decrease of MP on the T1 and T2 it is viable to build both early game.
28 Mar 2014, 05:00 AM
#4
avatar of buckers

Posts: 230

so i guess we'll never see conscripts fielded ever again...hmm
28 Mar 2014, 05:05 AM
#5
avatar of Napalm

Posts: 1595 | Subs: 2

This micro patch sounds pretty cool. Looking forward to checking it out this weekend. I tip my hat to you pqumsieh. Very quick turn around time and damn good idea engaging the community via video replays to help with balancing. 10/10 act.
28 Mar 2014, 05:20 AM
#6
avatar of chackattack

Posts: 15

Yes, well done PQ
raw
28 Mar 2014, 05:33 AM
#7
avatar of raw

Posts: 644

Health from 600 to 480


i don't believe what I am seeing. penals becoming useful?!

addition, a satchel can now take out a bunker in one go; adding a bit of extra utility to the unit.


yessssssss. and it only took you half a year
28 Mar 2014, 05:35 AM
#8
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2

Really like the look of this patch, I love penals as a mainline medium range bunker buster. They can be used to flank MGs with an M3. Fun stuff!
28 Mar 2014, 05:41 AM
#9
avatar of enjoycheapbeer

Posts: 12

28 Mar 2014, 05:49 AM
#10
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

Havent played as soviets for 4 months untill last night, played with penals and im glad to see they got a slight buff. Working on a strat with them. :)
28 Mar 2014, 05:55 AM
#11
avatar of akula

Posts: 589

what time and what is the URL for the live stream tomorrow?
28 Mar 2014, 05:57 AM
#12
avatar of akula

Posts: 589

conscripts need a cost decrease (VERY SLIGHT - 20 MP?) imo. Penals will be running rampant!
28 Mar 2014, 07:04 AM
#13
avatar of __deleted__

Posts: 807

"The German fanboy" :p says: perfect changes!! A little re-balance was needed. Let's see if the german faction still feels a little OP. I sincerely hope we will have a more balanced game after all.
28 Mar 2014, 07:21 AM
#14
avatar of Le Wish
Patrion 14

Posts: 813 | Subs: 1

Very nice update and great to see a t1 counter to bunkers!
28 Mar 2014, 07:52 AM
#15
avatar of computerheat
Honorary Member Badge
Benefactor 117

Posts: 2838 | Subs: 3

It makes me very happy to see quick updates like these :)
28 Mar 2014, 07:54 AM
#16
avatar of KyleAkira

Posts: 410

Satchel charges should be available on Vet-1 and the ammo cost sighly increased.
Destroying a 150 mp + 60 ammo bunker with a vet-0 penal troops and only 45 ammo feels unbalanced.

Also conscripts should be cheaper, maybe not on cost but on reinforce cost.
28 Mar 2014, 08:05 AM
#17
avatar of Porygon

Posts: 2779

Satchel charge 1 shot garrison building (even Semois church) is ridiculous, now you need to know never put a MG into any buildings or Penal will one shot it whatever you do. One shot bunker is not necessary, they have the flame-thrower, even Airborne can't do that.

It would be quite cheesy a penal riding a clown car into your base and one shot the medic bunker. <444>_<444>
28 Mar 2014, 08:06 AM
#18
avatar of Le Wish
Patrion 14

Posts: 813 | Subs: 1

@kyle. A zis gun or even guards can destroy it for free, I don't see it as a major problem.
28 Mar 2014, 08:15 AM
#19
avatar of buckers

Posts: 230

jump backJump back to quoted post28 Mar 2014, 08:05 AMPorygon
Satchel charge 1 shot garrison building (even Semois church) is ridiculous, now you need to know never put a MG into any buildings or Penal will one shot it whatever you do. One shot bunker is not necessary, they have the flame-thrower, even Airborne can't do that.

It would be quite cheesy a penal riding a clown car into your base and one shot the medic bunker. <444>_<444>



all i read is
'something that benefits the soviet faction? CHEESY, GIMMICKS RAHRAHRAHRHA'


stay classy, pory. you magnificant fanboy
28 Mar 2014, 08:17 AM
#20
avatar of Le Wish
Patrion 14

Posts: 813 | Subs: 1

Calm down buckers, no need for name calling.
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