Ninja changes for 9.9 patch
Posts: 752
Can someone confirm definitively whether that has been the case or not?
Posts: 2181
its listed somewhere int he changelog when they added it
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Posts: 752
Anyways, I guess Relic knows what they are doing by adding it to Sov ATGs, even if some sov-fanbois will no doubt rip themselves two fresh new buttholes over this.
Posts: 1702
Seems I falsely assumed the modifier applied to the weapon crews universally, since the crews otherwise have identical stats per faction.
Anyways, I guess Relic knows what they are doing by adding it to Sov ATGs, even if some sov-fanbois will no doubt rip themselves two fresh new buttholes over this.
No they don't and it was an unintended mistake.
Posts: 752
No they don't and it was an unintended mistake.
Oh? You got a source for that?
Posts: 8154 | Subs: 2
Yes, I was under impression that all Support Teams shared the incoming small arms modifier. Including PaK and ZiS.
Can someone confirm definitively whether that has been the case or not?
Update September 10th, 2013
Weapon Teams
Focus on improving early game flow and balance. Weapon teams should be support units rather than front line soldiers. The Maxim and MG42 had their weapon profiles adjusted slightly, resulting in some performance modifications. As a result of this change, the Maxim should suppression slightly faster than before. Their overall DPS remains relatively unchanged. The changes to weapon traverse make flanking a MG easier when using multiple squads.
HMG and Mortar Teams
• Now receive 25% more damage
Replace damage with increase accuracy (i think it was a later to the RA vs Damage patch, this was to reduce overkills coming from explosives to support weapons)
Anyways, I guess Relic knows what they are doing by adding it to Sov ATGs, even if some sov-fanbois will no doubt rip themselves two fresh new buttholes over this.
Unless they added it as an oficcial change or make any state about it, for the magnitude of the change, i guess it's unintentional.
Following your line of thought we should trust everysingle change they make because they know what they do (i guess we should had accepted, for 24hs, that change to maxims right?)
If this is an intended way to bring it in line with others AT guns survivability, i guess it's time to give it the same AT capabalities others AT guns have.
ALL AT guns never had the modifier, axis and allied alike until today when it got applied to the soviet ATGs
I guess they are compensating for the maxim non intended bug/buff.
2 Wrongs makes 1 right...right?
Posts: 17914 | Subs: 8
Seems I falsely assumed the modifier applied to the weapon crews universally, since the crews otherwise have identical stats per faction.
Anyways, I guess Relic knows what they are doing by adding it to Sov ATGs, even if some sov-fanbois will no doubt rip themselves two fresh new buttholes over this.
That is some high quality trolling sir as I refuse to believe you are THAT stupid to actually think such a glaring bug is intended.
Unless you firmly believed last night that maxims loosing 125% rec acc penalty was intended change as well.
Posts: 587
Well its not like anybody ever used it to begin with.
I hope this isnt intentional.
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Posts: 44
Oh? You got a source for that?
AT gun received accuracy seems to be unintentional
http://www.twitch.tv/relicentertainment/b/567569238?t=43m07s
Posts: 680
Well...the hotfix fixed the soviet weapon crews. And also added 25% received accuracy to ZiS and the miniatgun, which they never had before. Hooray.
Nothing escapes Cruzz. GJ!Keep it up.
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Posts: 118
Posts: 971
Please, increase barrage cost too.
60 ammo is too cheap.
Posts: 752
AT gun received accuracy seems to be unintentional
http://www.twitch.tv/relicentertainment/b/567569238?t=43m07s
Yes, stated as unintentional.
He also talks about hotfix costs/organisation, and since they already put out a hotfix, dunno how long it might be till they put out another to fix this oversight.
Shame it didn't make it into the last one.
Posts: 1157 | Subs: 2
I may not be a mathematical genius, but I do recognize the influence that specific changes in numbers can have to the overall flow of gameplay. I can already tell you that the kubelwagen changes while significant won't be enough. The Sturmpioneer changes were damaging to the overall OKW gameplay and will likely result in less people playing as OKW, and OKW as a whole playing less effectively than ever before.
So ask this question, balance is balanced, but balanced for "whom"?
The kuebl is a god damn monster, if you can't see that then you're doing it wrong. Sorry mate, but you won't be here long with this holier than thou attitude.
Posts: 2396 | Subs: 1
Posts: 432
The kuebl is a god damn monster, if you can't see that then you're doing it wrong. Sorry mate, but you won't be here long with this holier than thou attitude.
Thou art not holy enough for mine site to bear. Ye must have the devilish sins of apathy and wrath purged from ye, or thine soul shall surely perish into thine flaming pit of Hell! Amen.
Nothing wrong with the kubel, it is now where is supposed to be. The only problem that OKW has right now is the sturmpio nerf. It's not ok to be obliged with a 4 models squad without armor, which costs alot and takes forever to reinforce, to be obliged to charge into almost melee combat. At least, speed up the reinforcement time, and lower a little the reinforcement cost!
This, Kubels fine, hell with a little finesse it was okay-ish before. I used it almost every game. Sturmpioneers on the other hand are not okay.
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