Patch: July 31st
Posts: 1439
Posts: 978
Nerf Panzerwerfer.
Posts: 1701
Relic logic: Community complains about call ins being too cost effective and Ostheer T4 being unattractive. Solution:
Nerf Panzerwerfer.
XDDDD EPIC
Posts: 65
But I don't really see the negative to the rocket radius being reduced. If it's still taking out a chunk of units without obliterating them in the first volley, isn't that desirable?
Squad damage and blob punishment is a good thing. Outright wiping away squads is terrible design.
Obviously the Panzerwerfer is kind of... I'm not sure what's going on there.
Posts: 1108
Relic logic: Community complains about call ins being too cost effective and Ostheer T4 being unattractive. Solution:
Nerf Panzerwerfer.
+1
Posts: 132
Mid AOE damage from 45 to 28
Must've been a typo or something. Blobbers, as you were.
Posts: 1617
Relic logic: Community complains about call ins being too cost effective and Ostheer T4 being unattractive. Solution:
Nerf Panzerwerfer.
+1
It's working as intended.
Posts: 177
Permanently BannedTheyre going from "T4 too effective" to "T4 too ineffective" to "T4 too effective" and so on.
Maxim spam was the to go strat when the game was released. They overnerfed it, then they overbuffed it and here we are: Maxim spam is still (or rather again) way too powerful.
The only improvements that were made to the game where the mechanic changes to infantry and tank combat. The rest of all the balance changes were just that: Changes. They improved an issue, but created another one.
Relic balance patches are not a step to improvment but rather a temporal change to the meta game: "What will be OP this month?"
Ive always been very optimistic, but after all those months there was not a single patch where we didnt have something obvious stand out that was just way too strong (or extremely weak=almost useless).
I am not talking about faction balance: That one was better in some patches and worse in others. But im dreaming of a balance version where the factions are roughly the same strength (which has almost always been the case btw) but NOT because some key units are just way too strong and need to be abused in order to win.
Posts: 3
Could anyone explain this one to me please? I'm not seeing any 'healing' on vet2 paras
Posts: 17914 | Subs: 8
"Lowered the accuracy modifier of paratroopers from 1.4 to 1.25 to account for the squad healing which was added to veterancy level 2"
Could anyone explain this one to me please? I'm not seeing any 'healing' on vet2 paras
To me it sounds like they will be less accurate at vet2 then before, because now they can heal like vet3 volks for example.
Posts: 2807 | Subs: 6
Posts: 381
Whats the god damn reason to dbl katiusha damage in previous patch and now reverse it? srsly these patches are getting worse each time....
+1 i am really starting to believe they smoke crack then do balance patches.
Posts: 3
To me it sounds like they will be less accurate at vet2 then before, because now they can heal like vet3 volks for example.
I get that but I see no healing under vet2, I am probably just being really stupid or something
Posts: 19
Posts: 627
Especially hidden in a forwards spot to counter-battaery kattys and watch them get gibbed by my now shiny vet 2/3 werfer.
Panther still needs to be the same as the Ost one, but meh. Werfer was- and maybe still is- worth T4 in long 2v2 games.
Posts: 245
Posts: 1158
It should not be at pre-buff level though, as the AOE is still set at 6 instead of 4.
Posts: 627
1v1 Ost T4 is the problem. It needs to be made useful for 1v1.
Why's that, exactly?
How many T4 soviets do you see in 1v1? Aside from the current Katty bandwagon.
Posts: 245
Posts: 369
Why don't people give the changes a few days of testing before they spout, the world is ending because Change log says so, bullshit.
If you'd read the posts in this thread you'd know I've already tried it out and it really does suck.
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