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Balance Preview Update 09/09/2015

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10 Sep 2015, 18:09 PM
#21
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post10 Sep 2015, 17:51 PMbC_
also forgot to add this

Added warning smoke + 4 second delay to artillery cover + vehicle stun replaced with weapon disable critical


THX U!
10 Sep 2015, 18:10 PM
#22
avatar of dbmb

Posts: 122 | Subs: 2

No more emplacements tweeks? They're useless in their current balanace mod state :(

1 isg / mortar / whatever makes them obsolete.
10 Sep 2015, 18:14 PM
#23
avatar of dbmb

Posts: 122 | Subs: 2

Oh also the officer glider is way over nerfed. It costs more than commandos glider and you get a 100% useless squad out of it. The resource bonus was the only reason to use it, and now it doesn't even provide it.
bC_
4 of 5 Relic postsRelic 10 Sep 2015, 18:14 PM
#24
avatar of bC_
Developer Relic Badge

Posts: 102 | Subs: 22

jump backJump back to quoted post10 Sep 2015, 18:10 PMdbmb
No more emplacements tweeks? They're useless in their current balanace mod state :(

1 isg / mortar / whatever makes them obsolete.


care to elaborate?
10 Sep 2015, 18:16 PM
#25
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

AT partisans are not available from the irregulars commander, and there are 2 available AT partisans available from the partisans commander.

Also I think it would make sense to give any unit with camouflage a hold fire ability, especially a 4 man mp-40 squad. You could get some really really good use out of the AT partisans by laying a mine, camo'ing and waiting for a good opportunity to open fire on a vehicle.


from shoutbox


bC_: just fixed that as well and added hold fire!




fast and furious again :O
10 Sep 2015, 18:18 PM
#26
avatar of Kreatiir

Posts: 2819

How awesome is this? Relic is like almost daily updating shit and keeping us in the loop. Living the dream right here.
10 Sep 2015, 18:21 PM
#27
avatar of EtherealDragon

Posts: 1890 | Subs: 1

*starts slow clap for British Tech changes*

Wonderful, current live patch it always felt like you couldn't upgrade Squad Size, Grenades, Etc. if you wanted to tech up/get vehicles any time quickly. Getting an AEC now or a Cromwell with faster tech is a nice strategy choice to have too. Kind of sad that Wasp didn't get some of its damage back closer to the 16 range... feels a little lackluster now for 90 Mu after the second damage nerf.

One thing that I would like looked at is the drop rate of Brens/Piats on Infantry Sections: they get sort of weapon pinata-esqe at Vet3 it feels like. Being able to repair the Vanguard Operations HQ glider would be swell as well :)
10 Sep 2015, 18:23 PM
#28
avatar of Australian Magic

Posts: 4630 | Subs: 2

Just bring it live!
10 Sep 2015, 18:23 PM
#29
avatar of Speculator

Posts: 157

Any plans on re-evaluating the Anti-Building Flame Mortar Support ability? It currently doesn't affect any OKW structures. If it acted more like OKW's Zeroing Artillery by retaining LOS on all enemy structures while dropping DOT flame barrages, it would be a usable ability. It's currently too expensive for what it does/does not do.
10 Sep 2015, 18:24 PM
#30
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2

In the current build conscripts can't AT grenade the ostheer halftrack or the scout car. It looks like you can't AT nade anything.
10 Sep 2015, 18:28 PM
#31
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

nice to see relic adjusting things very fast and communicating more in this forum! very good job and way more promising than a 1000 jazzhands!
10 Sep 2015, 18:39 PM
#32
avatar of empirescurropt

Posts: 708 | Subs: 1

Love the new way of Relic doing the things 5/5 !! great job guys keep going !!
10 Sep 2015, 18:39 PM
#33
avatar of Leepriest

Posts: 179

Please take a look at the 25 pounders and the reinforce rate for infantry sections. The 25 pounders have rubbish AOE(in this state why bother to use them at all), and the infantry sections have a notorious manpower bleed(35manpower to reinforce). They should be set at max 28-30 MP.
10 Sep 2015, 18:40 PM
#34
avatar of EtherealDragon

Posts: 1890 | Subs: 1

jump backJump back to quoted post10 Sep 2015, 17:51 PMbC_
also forgot to add this

Added warning smoke + 4 second delay to artillery cover + vehicle stun replaced with weapon disable critical



I've noticed a few things that appeared off while trying the Mod last night... may want to to look into some of them if they haven't been fixed yet.

1. USF Assault Engineers still have old M7 Mine
2. Raken Cloak seems to still be bugged where weapon crews fire while its cloaked/on hold fire
3. British Sniper still goes prone to fire - not sure if that was implemented fully
4. Bren Carrier Vickers K Suppression Ability seems bugged (it seems to cancel out randomly after activated)

Thanks for keeping us all updated! :banana:
10 Sep 2015, 18:42 PM
#35
avatar of Jackiebrown

Posts: 657

@Brad: Another thing you may want to look at is the Sherman Firefly bug where it shoots the enemy vehicle and shows the shot penetrated and hit yet does no damage. This has been around since alpha and hasn't been fixed.
10 Sep 2015, 18:42 PM
#36
avatar of Stafkeh
Patrion 14

Posts: 1006

Brace was fine in my eyes. Its just the bofor that is complete bs in the patch that is live in CoH2.

Can we see some changes on the Centaur to? :) Far range accuracy is too high, it snipes AT guns long range too easily.
10 Sep 2015, 18:44 PM
#37
avatar of Frost

Posts: 1024 | Subs: 1

AT partisans are not available from the irregulars commander, and there are 2 available AT partisans available from the partisans commander.


What does it mean? It's a bug or what?
10 Sep 2015, 18:46 PM
#38
avatar of Imagelessbean

Posts: 1585 | Subs: 1

jump backJump back to quoted post10 Sep 2015, 18:14 PMbC_


care to elaborate?


I would suspect he is arguing that the nerf to Brace will turn them into useless units because they will be vulnerable for so long as to make them hard to use before they get killed. On top of that the Bofors received a whole host of nerfs, making it very unattractive. Even more so, the Mortar HT in team games makes structures out right useless unless they can at least survive one round from the flame mortar.

Glad to see that the UC is getting love to try to hunt down snipers. Still concerned that one Gren squad will easily deal with this problem and build orders will still rely heavily on grens and snipers to beat Brits (as I see now). Will have to test to see.

Thank you for updating this so regularly and your frequent responses.


One last thing, the repair ability for conscripts shares the hot key with throw AT nade. When both are available game always assumes you want to repair tanks when you press e. Please change the hotkeys!
10 Sep 2015, 18:53 PM
#39
avatar of TheMux2

Posts: 139

USF at gun buff, make it happen :foreveralone:
10 Sep 2015, 19:02 PM
#40
avatar of __deleted__

Posts: 4314 | Subs: 7

Relix your great. You improved so much from last year . :sibHeart::sibHeart::sibHeart:

Thx for all steps further ;)



Also some thinks that need to be looked on :


commnados - these guys wipe as terminators (sorry if they were fixed , i haven t found it in notes)

IS reinforcement cost. - what about lovering reinforcement cost to 30 like you did with some german infantry (eg sturmpios)

UKF early mine clearing abilities and wire cutting abilities.

If axis player manage to capture your cut off and wire it (eg semoskii) they cant do nothing until they make engineers (its not hard to rush cut of with kubel )
How to fix it ? give IS and ability that allow em to cut wire and see mines when theri stationary. Hovewer to make players to use more engineer cutters lets make it cost 50 munny , make cutting 2 times as lon as on royal engi and make em see mines only when statiorany and dont be albe to defuse em (hovever if they spot them these mines will not blow under em like normally if you spot mine)

EDIT: aso look at piats , they are made like arty not missile or what so they cant hit any vehilce and this give british vehicle soft counter away. Please make em even like reterded bazookas (66% of dmg of bazooka and 66% of pen for cost of40 munny) but at least let em to hit something that is not moving (eg. not snail or scout car or something with ability to move faster than 0 miles per hour):luvCarrot:
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