Update on beta patch by Jason Lee
Posts: 559
Posts: 2075 | Subs: 2
Posts: 1094 | Subs: 20
Posts: 3103 | Subs: 1
Posts: 2053
So... then making a thread questioning late game cons can actually make a difference?
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).
Posts: 2470
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
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.
Posts: 1468 | Subs: 4
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.
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.
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.
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
Posts: 4951 | Subs: 1
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.
Posts: 2307 | Subs: 4
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.
Posts: 4951 | Subs: 1
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.
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
Posts: 1930
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.
Posts: 1891
Livestreams
13 | |||||
168 | |||||
14 | |||||
3 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.615222.735-2
- 3.35057.860+15
- 4.1110614.644+11
- 5.276108.719+27
- 6.306114.729+2
- 7.918405.694+2
- 8.262137.657+3
- 9.722440.621+4
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
5 posts in the last week
33 posts in the last month
Welcome our newest member, softhealertech
Most online: 2043 users on 29 Oct 2023, 01:04 AM