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russian armor

British Patch 3 Sep

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26 Aug 2015, 21:24 PM
#61
avatar of Qbix

Posts: 254

Wow what an awesome load of bug fixes! So much stuff we have been waiting and asking for. :) Raketenwerfer not not uncloaking due to crew firing and no more damaged main gun due to small arms.

Flamer changes seem interesting and finally we got target_tables, lol. YAY at grenades no longer nuking buildings and Howitzers not being placable in the base sector. What a day to be alive.

EDIT: Sandbags not crushable by light vehicles anymore. Sandbags op.

Hope they won't forget fixing the .50cal and the player colors when watching replays or observing games...
26 Aug 2015, 21:29 PM
#62
avatar of ThatRabidPotato

Posts: 218

The ML20 and Quad were both buffed in the July patch for the precise reason that they were useless beforehand. It seems that Relic is astonished that their buffs worked and gave the Soviets GOOD UNITS, which the Allies MUST NEVER BE ALLOWED TO HAVE BECUZ YAY AXIS.

The ML20 has gone straight back in the garbage bin for no discernible reason, don't you DARE do that to the Quad as well, Relic.

It's the most cost effective light vehicle in the game, WHY do you have this obsession with the Axis having the best of everything in every single bloody category?
26 Aug 2015, 21:31 PM
#63
avatar of Kreatiir

Posts: 2819

Thanks Jason for taking the time to explain one or two things.
:bananadance:
26 Aug 2015, 21:32 PM
#64
avatar of braciszek

Posts: 2053

Happy that skins and commanders will be available to buy at release. I know which commander im getting (then RNG will laugh at my face and give me the same commander after the first game).
26 Aug 2015, 21:33 PM
#65
avatar of RedT3rror

Posts: 747 | Subs: 2

I´m missing:
- Fixed an issue that caused certain allied units to rearrange their position when ordered to attack an enemy....

aka the Guard Raindance
26 Aug 2015, 21:35 PM
#66
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



Its quite simple. Its a table that allows us to set specific accuracy/dmg/penetration/suppression multiplier towards either a specific unit or unit type. Its a much more flexible version of what we had in vCOH1.


What about cooldown, reload or other type of stats ?




Units will still clump when in cover. Its the only way they can fit in cover.

Its a choice the player will have to make when facing the enemy. If there is a lot of AOE damage coming your way, you might not want to be in cover.

This is also true when facing flamethrower units. Your squads take much less damage when you stand outside cover because they don't clump up.


Regarding clump in cover, maybe light cover created from explosives should not be as tight.

Q: can we have certain explosives generate green cover (at least partially)? Railway, B4, Stuka, 240mm Barrage...

26 Aug 2015, 21:36 PM
#67
avatar of rush

Posts: 341

Rifle nades and fausts bug that causes them no to fire quiet often needs to be fixed asap it's game breaking .
ALSO ACHIEVEMENTS BUGS STILL NOT FIXED ALMOST 2 YEARS .
but who cares , relic already made their money .
26 Aug 2015, 21:36 PM
#68
avatar of Alexzandvar

Posts: 4951 | Subs: 1



Regarding clump in cover, maybe light cover created from explosives should not be as tight.

Q: can we have certain explosives generate green cover (at least partially)? Railway, B4, Stuka, 240mm Barrage...



Demo charges can :foreveralone:
26 Aug 2015, 21:43 PM
#69
avatar of US3K
Patrion 15

Posts: 104

The change in health and armor to bridges is going to make them meta as hell. More armor to a unit that's already made out of stone coupled with a HP buff? They're gonna be stomping like mad now; time to figure out how to include a bridge in my build order.
26 Aug 2015, 21:44 PM
#70
avatar of Horasu

Posts: 279

>Allies get gutted
>Axis get slap on the wrist, some buffs with unit spacing

What else is new?
26 Aug 2015, 21:46 PM
#71
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2


Demo charges can :foreveralone:


That's why i ask. I always found "interesting" how demos made green cover (and how other explosion overwrite it into light cover) and not other sources.


Ontopic:
-Flamers: Wonder how much damage they will gain. I HOPE you won't forget about other sources (Molotovs, KV8, Flame barrage/bombardment/artillery...)

-ML20: 200 should be fine, with an increased damage at vet3 (240 to keep with damage model)


Fix a bug on the Raketenwerfer squad. While Prioritize vehicles and Camouflage is active, Weapon Crew would fire at vehicles or infantry revealing itself out of camouflage.
Fixed a bug where using an ability while Prioritize vehicle is active cancelled prioritize vehicle.
Fixed an issue where timed speed abilities could still work during engine damaged
Main Gun Criticals will now only be trigger through explosive and ballistic weapons now
Sandbags can no longer be crushed by Light Crush. Only Medium Crush and up.


:clap:

PD: sandbags OP!
26 Aug 2015, 21:47 PM
#72
avatar of Frost

Posts: 1024 | Subs: 1

Relic, when you gonna add native voices option for all factions?
26 Aug 2015, 21:50 PM
#73
avatar of AchtAchter

Posts: 1604 | Subs: 3

Hey Jason, can you finally address the bug that gives the Panzerfüsiliers AT Nade a one sec lifetime timer?
26 Aug 2015, 21:50 PM
#74
avatar of DonnieChan

Posts: 2272 | Subs: 1

26 Aug 2015, 21:52 PM
#75
avatar of REforever

Posts: 314

A good patch all around. The ML-20 nerf is much needed but unfortunately it doesn't seem the Rus Quad got a slight nerf.
26 Aug 2015, 22:03 PM
#76
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post26 Aug 2015, 21:44 PMHorasu
Axis get slap on the wrist, some buffs with unit spacing

Ah yes, because unit spacing only effects the axis factions right?


A good patch all around. The ML-20 nerf is much needed but unfortunately it doesn't seem the Rus Quad got a slight nerf.

Kyle already said the notes aren't final and the Quad is being looked at.
26 Aug 2015, 22:06 PM
#77
avatar of Iron Emperor

Posts: 1653

M5 not changed, come on Relic!!!! M5 is just too OP now, change it goddamnit!!
26 Aug 2015, 22:08 PM
#78
avatar of Maschinengewehr

Posts: 334

Does this mean that the M7 mines have been completely removed/reworked then? Do Assault Engineers get access to them as well?

Why no USF alpha changes added?

And instead of flat nerfing the ML-20 why not just disable howitzers ability to barrage HQ sectors? Placing OKW trucks in forward positions IS A CHOICE of a player and the ML-20 could be considered a counter to them. HQ sector barraging is a scumbag tactic however.

But bring on the Brits!
26 Aug 2015, 22:27 PM
#79
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Does this mean that the M7 mines have been completely removed/reworked then? Do Assault Engineers get access to them as well?

Why no USF alpha changes added?

And instead of flat nerfing the ML-20 why not just disable howitzers ability to barrage HQ sectors? Placing OKW trucks in forward positions IS A CHOICE of a player and the ML-20 could be considered a counter to them. HQ sector barraging is a scumbag tactic however.

But bring on the Brits!


The issue was OKW had no real counter to it and placing trucks outside of the base is necessary for OKW to compete on many different maps. 160 is to low (IMO), 200 would have been the right amount of damage to adjust it to.

300 was waaay to much.
26 Aug 2015, 22:28 PM
#80
avatar of ThatRabidPotato

Posts: 218

A good patch all around. The ML-20 nerf is much needed but unfortunately it doesn't seem the Rus Quad got a slight nerf.




Kyle already said the notes aren't final and the Quad is being looked at.


WHY?!

The Quad dies in 2 shots to any Axis AT. Isn't that enough?

Why is it so awful for Axis players that the Allies get good units? The M5 is perfectly fine as it is. How about you use the MANY options you have to kill it, and quit trying to give yourselves automatic wins by nerfing into oblivion anything and everything the Allies have that fulfill their intended purpose?

Yall killed the 120mm, Penals, Molotovs, the ML20, the ISU152, Katyushas... and that's just the Soviet units.

L
2
P

And quit whining
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