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Update on beta patch by Jason Lee

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16 Jul 2015, 00:31 AM
#61
avatar of Mortar
Donator 22

Posts: 559

Invisied post 48 for excessive flaming.
16 Jul 2015, 00:32 AM
#62
avatar of Budwise
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Donator 11

Posts: 2075 | Subs: 2

16 Jul 2015, 00:33 AM
#63
avatar of luvnest
Strategist Badge
Patrion 39

Posts: 1094 | Subs: 20

jump backJump back to quoted post16 Jul 2015, 00:32 AMBudwise


Frank the tank! Love that movie.
16 Jul 2015, 00:59 AM
#64
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



:)

I too support this middle ground.
16 Jul 2015, 02:00 AM
#65
avatar of braciszek

Posts: 2053

Well, i am happy 222 and 251 were addressed to have a greater part in doing their job.

So... then making a thread questioning late game cons can actually make a difference?
16 Jul 2015, 02:02 AM
#66
avatar of Grumpy

Posts: 1954

This is really cool, but the sandbag change perplexes me. 110 health? A Panzerschreck does 120 damage. Sandbags can now be killed by stronger than a Light Tank gun, and even that would only take 2-3 hits. This makes Sandbags essentially useless.


Glad that Relic is listening, but think that 170 hp for everyone's sandbags would be better so that it would take two hits.

This does take a lot away from Cons, without giving anything in return. The +.07 received accuracy makes them easy to wipe, and no weapon upgrades outside of Tank Hunter make them much less usable in larger games.

IMO, it would have been better to do this together with giving Cons a universal PTRS upgrade and removing the +.07 received accuracy (and give Tank Hunter camo'd AT guns to replace PTRS).
16 Jul 2015, 02:11 AM
#67
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

the other problem with the change to con sandbags is that they're 3 times as big as the others and now have 1/3 the hp per distance.
16 Jul 2015, 02:13 AM
#68
avatar of Alexzandvar

Posts: 4951 | Subs: 1

the other problem with the change to con sandbags is that they're 3 times as big as the others and now have 1/3 the hp per distance.


They actually have a smaller target size than OKW/USF ones so paradoxically they are harder to hit
16 Jul 2015, 02:23 AM
#69
avatar of Firesparks

Posts: 1930



They actually have a smaller target size than OKW/USF ones so paradoxically they are harder to hit


target size only really matter against small arms.

the "hitbox" on the model is what matter against everything else, which is basically what will actually harm sandbag to begin with.
16 Jul 2015, 02:31 AM
#70
avatar of CieZ

Posts: 1468 | Subs: 4

Nice to see the community have respectful discussions about this stuff and relic listening to us :)

Cons definitely need some late game love. Maybe we can start a new topic about that where everyone provides some ideas? Starting with the removal of the extra received accuracy mod might be good. Then figuring out some sort of upgrade for them. Perhaps ptrs unlockable for fuel at the hq? And change tank hunters. Or even something like 1-2 DPs unlockable at the hq. Then buff doctrinal ppsh to not be a downgrade...

Anyways let's hear some ideas and get relic to make cons not awful late game.
16 Jul 2015, 02:41 AM
#71
avatar of Cyanara

Posts: 769 | Subs: 1

Well done Relic as always! But you guys should buff Panther frontal armor, i mean seriously. I know there are a lot of soviet players gonna say ''are you kidding me'' but there shouldn't be any chance that a T-34 penetrating well-angled Panther's frontal armor from range. Cheers.


If the game had side-armour, then maybe. However, with the existing armour model (which isn't likely to be going anywhere any time soon) that would also punish a lot of flanking shots unnecessarily.
16 Jul 2015, 02:48 AM
#72
avatar of Alexzandvar

Posts: 4951 | Subs: 1



target size only really matter against small arms.

the "hitbox" on the model is what matter against everything else, which is basically what will actually harm sandbag to begin with.


Actually if your trying to target it to shoot at it with an AT gun hitting it will be fairly hard. But with barrage weapons yeah it doesn't matter as much.

Anyways let's hear some ideas and get relic to make cons not awful late game.


Make molotovs not complete garbage and when cons merge into a squad part of the con squads veterancy carries over.
16 Jul 2015, 03:28 AM
#73
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



Make molotovs not complete garbage and when cons merge into a squad part of the con squads veterancy carries over.


wut
16 Jul 2015, 03:32 AM
#74
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post16 Jul 2015, 03:28 AMTobis


wut


Like if you merge a 3 star con squad with a guard squad they guards get some vet or something. Idk I'm just trying to think of a creative solution beyond "click button receive upgrade" to make cons more useful later in the game.
16 Jul 2015, 03:34 AM
#75
avatar of Tobis
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Like if you merge a 3 star con squad with a guard squad they guards get some vet or something. Idk I'm just trying to think of a creative solution beyond "click button receive upgrade" to make cons more useful later in the game.


There is no way not to make that incredibly broken.
16 Jul 2015, 03:37 AM
#76
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post16 Jul 2015, 03:34 AMTobis


There is no way not to make that incredibly broken.


The first time a squad is merged with a conscript squad the squad gains X amount of vet proportional to Y conscript veterancy.
16 Jul 2015, 03:40 AM
#77
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



The first time a squad is merged with a conscript squad the squad gains X amount of vet proportional to Y conscript veterancy.


1) I have three vet 3 cons on the field
2) I build a new guards squad
3) I merge each con squad into the guards vet1>vet2>vet3
4) I make a new guards squad and repeat since each con is merging with a new squad again :snfBarton:
16 Jul 2015, 03:45 AM
#78
avatar of Firesparks

Posts: 1930

well, if you want to buff the conscript, you might want to start by buffing the molly since that ability got nerfed during the flame crit change.
16 Jul 2015, 04:06 AM
#79
avatar of Jadame!

Posts: 1122



The first time a squad is merged with a conscript squad the squad gains X amount of vet proportional to Y conscript veterancy.


Make it easier: if cons fully merged to a certain squad, that squad would receive full vet of lost cons and no stupid received accuracy penalties from new models.
16 Jul 2015, 04:08 AM
#80
avatar of BeefSurge

Posts: 1891

Buff Molotov. Make every model on squad throw molo for 30 muni
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