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Open Beta Changelog

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23 Oct 2014, 09:39 AM
#201
avatar of zingfreelancer

Posts: 42

jump backJump back to quoted post23 Oct 2014, 06:12 AMJohnnyB

If not one-shoted by ISU, they will throw themselves to the ground, then they will try to run. just enough time maybe for ISU to fire again.

Squads wont throw themselves on the ground while being on the move any more, did you not read the patch notes?
23 Oct 2014, 11:06 AM
#202
avatar of JohnnyB

Posts: 2396 | Subs: 1


Squads wont throw themselves on the ground while being on the move any more, did you not read the patch notes?


Red it, but it seems you didn't read my whole post: Previously I said "Not really the case of an infantry squad that is capping, for instance." A capping squad usually stands steel, it doesn't run.
23 Oct 2014, 12:25 PM
#203
avatar of Hon3ynuts

Posts: 818

jump backJump back to quoted post22 Oct 2014, 00:20 AMCruzz
Couple of ninja changes, will take a while to actually shift through the patch so this is very much a work in progress. More tomorrow, perhaps.

Paratrooper lieutenant/captain bonuses removed, accuracy bonus at vet2 nerfed back from 1.4 to 1.25*
Stuart shell shock lost deflection damage (50% --> 0%), reload speed slowed (1.5 --> 1.75), scatter decreased
Pack Howitzer AOE decreased from 6 to 4, scatter reduced
Raketenwerfer can be suppressed
.50 cal vet2 penetration nerfed to be same as vet0 gun (1.5 --> 1 far)
EZ8 400/145 --> 380/140, Armor 215 --> 200
Ostruppen given 1.2 armor
Sherman smoke wind up/wind down removed, reload shortened and scatter reduced.

*Accuracy bonus nerf does not apply to Recon paratroopers


Easy 8 is still 145 fuel and 400 manpower
23 Oct 2014, 12:32 PM
#204
avatar of Highfiveeeee

Posts: 1740

jump backJump back to quoted post22 Oct 2014, 00:20 AMCruzz


[...]
Ostruppen given 1.2 armor
[...]



Osttruppen Spam incoming :snfCHVGame:
23 Oct 2014, 12:55 PM
#205
avatar of RMMLz

Posts: 1802 | Subs: 1

The JT/ISU is not very appropriate IMO. For any decent player, It's not a big deal because it doesn't need "Microing" just a simple fire order. I think it would be better if they would make them like AT guns, you have to face them towards a direction, and then they would automatically fire on the enemy, maybe with a small "set-up time (0.5 seconds or something like that).

Thank god for those bug fixes, and the "Input Delay" thing which I think is HUGE.
23 Oct 2014, 12:58 PM
#206
avatar of Cruzz

Posts: 1221 | Subs: 41



Easy 8 is still 145 fuel and 400 manpower


Yes, I was a bit unclear listing that. The "base" vehicle value got changed, but the dispatch cost for the call-in is still the same as before. Net effect: nothing (at most it'll change the exp you receive for damaging it by a couple of points, forgetting how the system calculated that), as you can't build EZ8. The only way to "see" the change right now is to play a teamgame, and give a mechanized teammate an ez8 to refund. It's likely a change made purely for singleplayer balancing.

Armor value change will however affect the commander, so effectively it was a plain nerf for the Rifle Company version.
23 Oct 2014, 14:03 PM
#207
avatar of van Voort
Honorary Member Badge

Posts: 3552 | Subs: 2

Yeah, but we are talking very early game here yes?

OKH have fausts as soon as they get their first building up.

One will cripple a car and two will kill it.

OKW at that time have, um, kubels, storms, volks and raketenwerfer. They are in a better position when they get their first shreks, but before that they are significantly worse off.

23 Oct 2014, 14:10 PM
#208
avatar of Hon3ynuts

Posts: 818

jump backJump back to quoted post23 Oct 2014, 12:58 PMCruzz


Yes, I was a bit unclear listing that. The "base" vehicle value got changed, but the dispatch cost for the call-in is still the same as before. Net effect: nothing (at most it'll change the exp you receive for damaging it by a couple of points, forgetting how the system calculated that), as you can't build EZ8. The only way to "see" the change right now is to play a teamgame, and give a mechanized teammate an ez8 to refund. It's likely a change made purely for singleplayer balancing.

Armor value change will however affect the commander, so effectively it was a plain nerf for the Rifle Company version.


That really sucks, makes them much worse vs p4s and tigers which were the only vehicles i liked using them against in the first place, especially when i just built 4 ez8s to fight 2 tigers and barley lost :(
23 Oct 2014, 14:16 PM
#209
avatar of Muad'Dib

Posts: 368

jump backJump back to quoted post23 Oct 2014, 12:58 PMCruzz


It's likely a change made purely for singleplayer balancing.



Could it be by mistake? Maybe they changed the unit value rather than the call-in value by accident.
23 Oct 2014, 14:19 PM
#210
avatar of zingfreelancer

Posts: 42

jump backJump back to quoted post23 Oct 2014, 11:06 AMJohnnyB


Red it, but it seems you didn't read my whole post: Previously I said "Not really the case of an infantry squad that is capping, for instance." A capping squad usually stands steel, it doesn't run.

My apologies.
The thing you are describing is a common AI behaviour when a squad is hit by explosives. Artillery, B4, Mortar, Katyusha, Stuka, Werfer, it's not limited to ISU only.
23 Oct 2014, 14:23 PM
#211
avatar of theblitz6794

Posts: 395

God damn those changes make my penis hard
23 Oct 2014, 14:35 PM
#212
avatar of Hon3ynuts

Posts: 818



Could it be by mistake? Maybe they changed the unit value rather than the call-in value by accident.


In the real patch notes they have gone to extraordinary efforts to eloquently explain their exact reasons for every change, Too bad they don't include 30% of the balance changes in those notes cuz it sort of defeats their purpose cuz they never consistently give answers to quesitons like this :snfPeter:
23 Oct 2014, 14:37 PM
#213
avatar of Katitof

Posts: 17914 | Subs: 8



Could it be by mistake? Maybe they changed the unit value rather than the call-in value by accident.


Relic? Mistake?

Blasphemy!
23 Oct 2014, 17:25 PM
#214
avatar of NinjaWJ

Posts: 2070

Does the Kubel size changes mean small arms will hit it more often too?
23 Oct 2014, 17:30 PM
#215
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post23 Oct 2014, 17:25 PMNinjaWJ
Does the Kubel size changes mean small arms will hit it more often too?

Small arms never could miss it in the first place.
23 Oct 2014, 17:31 PM
#216
avatar of NinjaWJ

Posts: 2070

jump backJump back to quoted post23 Oct 2014, 17:30 PMKatitof

Small arms never could miss it in the first place.


Oh so infantry weapons always have 100 percent accuracy versus tanks and vehicles?

what does the size increase change to kubel do?
23 Oct 2014, 17:39 PM
#217
avatar of MorgolKing

Posts: 148

JT and ISU should have greater ranges in light of the new changes.
23 Oct 2014, 17:41 PM
#218
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post23 Oct 2014, 17:31 PMNinjaWJ


Oh so infantry weapons always have 100 percent accuracy versus tanks and vehicles?

what does the size increase change to kubel do?


1) Not infantry weapons, small arms, this means everything that shoots bullets smaller then 20mm.

2) It means AT guns, bazookas and PTRS will actually be able to hit it.
23 Oct 2014, 17:42 PM
#219
avatar of butterfingers158

Posts: 239

jump backJump back to quoted post23 Oct 2014, 17:31 PMNinjaWJ


Oh so infantry weapons always have 100 percent accuracy versus tanks and vehicles?

what does the size increase change to kubel do?


Infantry small arms usually have accuracy values between .3 and .7, so the former target size of 10 on the Kubel brought those to 3 and 7, meaning 300%-700% chance of hitting.

Anti Tank weapons are more like between .025 and .05, meaning at size 10 25%-50% hit chance brought up to 35%-70% at size 14. I believe the larger size also means a "miss" roll is more likely to hit anyways due to scatter.
23 Oct 2014, 19:08 PM
#220
avatar of __deleted__

Posts: 236

well.... 2v2s will be much worse now. We will all know majority of the pro gamers who participate in pushing good balance only view that 1v1s need to be balanced.
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