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Balance Preview Update 09/09/2015

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11 Sep 2015, 03:59 AM
#81
avatar of EtherealDragon

Posts: 1890 | Subs: 1

jump backJump back to quoted post10 Sep 2015, 20:57 PMFluffi


then why not give the incendiary to Sturmpios? They are more expensive, thus more seldom, thus more reaction time between using 'brace'. Also, it would encouraged more okw start builds (against brits, at least)

Also, it just suits them better, goddamnit >:(


I'm inclined to agree. I tested it out tonight and a single Incendiary Grenade took off 40~% of a Mortar Pits health WITH brace on. The long cool-down of Brace as is means that 2 Volks can pretty much take out any emplacement. Not to mention that the grenade throws as fast as a Potatomasher so you can't even try to gun down a squad thats winding up like a Molotov.

Giving Strums more of a specialist utility role of garrison clearer + emplacement counter makes design sense too since other factions Engineers are their source of flame counters with flamethrowers. (Wasp aside)
11 Sep 2015, 04:29 AM
#82
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2



This +1.

Commandos and Snipers can hold fire which makes sense but I don't want my Partisans breaking camo trying to plink at some grenadier squad that is far out of the MP-40s effective range.


It's already been added man, these guys are on the ball!
11 Sep 2015, 04:35 AM
#83
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2



I think this wouldn't work because it leaves emplacements extremely vulnerable to ground alpha strikes. A couple of focused shreks would be enough to instantly remove a 400mp investment with minimal losses. There'd be minimal counter-play involved there as well.

It seems to me like the main problem here is brace functions too much like a hard-counter. If it's not active, your investment disappears too fast. If it's active, nothing can scratch it. If both the structure health and the dmg reduction bonus of brace are normalized, I think we can end up with a much better situation for everyone. The Brace bonus should be reduced, the base health (and armor?) increased so a concentrated attack that isn't repelled can take out the emplacement in a reasonable amount of time while also allowing ample amount of time to counter prolonged indirect fire from a single source.

In short, I think emplacements should function more like OKW structures. They're durable enough to sustain prolonged indirect fire but not enough to be careless about leaving them undefended for too long.


I like this idea more than just making brace apply only to indirect fire. +1

EDIT: Shit, double post sorry.
11 Sep 2015, 06:13 AM
#84
avatar of Omega_Warrior

Posts: 2561

jump backJump back to quoted post11 Sep 2015, 03:47 AMHambone
Any chance we could see the KV-1 turn into a real meatshield tank like the Churchill? Both were ultimately outdated early war infantry tanks with similar guns and armor. While the KV1 is cheaper, the two tanks aren't even in the same realm of survivability.

I'd like to see it get a fuel increase and become a real single-call in heavy to make the Church, particularly considering how alike the vehicles were.

Plus now that the B4 lost both precision strike and the majority of it's far radius aoe damage, it'd complete the commander a bit more.
Doubt it. KV-1 is a mid-game heavy and churchill is a late game heavy.

Basically KV-1 is supposed to be on the level of T-34s, P4s, and shermans but more of a damage soak while the churchill is more like the Tiger or IS-2 that happens to faver durability over firepower.
11 Sep 2015, 06:26 AM
#85
avatar of Firesparks

Posts: 1930

Wasp: the damage is alright, but its range, mu, and hp needs to be buffed.

The wasp is the early Brits' sole reliable mean of anti-garrison, and more importantly anti-mg42.

Right now the wasp doesn't really deal enough damage to make it a good counter against mg42. The mg42's default fire alone is going to damage the wasp, and the API will eat the wasp for breakfast.

extend the range to 40-45, but require the carrier to remain stationary to fire the flamethrower. the UC should also get a HP buff. 200 hp with 10/5 armor is pretty fragile. the 222 by comparsion have 240 hp with 9/4.5 armor.
11 Sep 2015, 06:43 AM
#86
avatar of lel69fgt

Posts: 41

Permanently Banned
I'd rather want to see OH mg42/mortar spam fix and okw leig spam fix. Also wasp shouldn't be nerfed as its the only british counter(which can be destroyed easily by 1 grenadier squad) to endless mg42/mortar/leig spam
11 Sep 2015, 07:14 AM
#87
avatar of Australian Magic

Posts: 4630 | Subs: 2

Praying for Soviet Industry fix and KV-2 buff :wub:
11 Sep 2015, 10:53 AM
#88
avatar of Firesparks

Posts: 1930


Giving Strums more of a specialist utility role of garrison clearer + emplacement counter makes design sense too since other factions Engineers are their source of flame counters with flamethrowers. (Wasp aside)


this. since the okw are already getting flamenade, let's give it to the sturmpioneers. They are suppose to be assault troop and engineer unit usually get the flame related weapon.
11 Sep 2015, 10:54 AM
#89
avatar of Mr. Someguy

Posts: 4928

Agree, Flamenade to Sturms please!
11 Sep 2015, 10:58 AM
#90
avatar of Iron Emperor

Posts: 1653

Indeed Flamenade to sturms!!!
11 Sep 2015, 10:59 AM
#91
avatar of Katitof

Posts: 17914 | Subs: 8

Sturms would have way too much utility for the cost with that.
Repair, sweep, decent dps and survivability, stun nades, med kits, mine laying and you want inc nades on top of that?

And axis players are going nuts for a sole thought of conscript non doc weapon upgrade because they have 'too much utility'.

Get real. You want more of a normal nade, you have infiltration nades.
11 Sep 2015, 11:05 AM
#92
avatar of vuko_zrno
Patrion 26

Posts: 64

brad could you look at the USF captain? He is currently the biggest noob on the battlefield. Is his aristocratic blood the reason behind it? He jumps, sprints, crawls, suicides into a tank and then fires maybe one bazooka shoot. Funny how some peasants aka. volks can fire schrecks so much better then some American aristocrat.
11 Sep 2015, 11:07 AM
#93
avatar of mycalliope

Posts: 721

jump backJump back to quoted post10 Sep 2015, 21:07 PMbC_
sorry for the delay on but the partiasian perma camo is fixed now, really weird issue had to just juggle the data into different spots but now it works 10/10 no kappa


brad does sturmtiger still has 10 aoe or 8....??? currently avre completely overshadows sturmtiger while st costing more...
also brad please look into fallshimjager and ober they are quite up for their cost.and pznerwerfer was performing good now,but u reverted the changes dont do it...maybe a middle ground...??

and brad i also noticed that brits hammer upgrade,the heavy engineers cost is free 2x repair speed and 3 vikers lmg for free is kind of broken ...also maybe a decrease in cost of isu 152..??
11 Sep 2015, 11:38 AM
#94
avatar of Stafkeh
Patrion 14

Posts: 1006



Is this bug fixed yet? Vet2 UKF MG also has increased range outside of buildings.
11 Sep 2015, 11:40 AM
#95
avatar of Katitof

Posts: 17914 | Subs: 8

I believe its a bug.
11 Sep 2015, 12:08 PM
#96
avatar of Banillo

Posts: 134

Dont forget to limit the kt to one at the time
11 Sep 2015, 12:14 PM
#97
avatar of Whoa

Posts: 64

overhaul war spoils system/bulletins, people who play Balance Preview Update get more rewards
11 Sep 2015, 12:47 PM
#98
avatar of Sully

Posts: 390 | Subs: 2

Brad,

While testing the changes via the cheat mod it does not appear the le.IG's +15% range at vet 1 is being applied correctly. The auto-firing range does not change at vet 1 despite the description in game. Screen shot below.

On a related note, the vet 3 range increase also only applies to the barrage range rather than auto-fire in case this in unintended.

Here's a screen shot.


Edit: Also, the le.IG has lost its ability to suppress and pin infantry.
11 Sep 2015, 13:03 PM
#99
avatar of Banillo

Posts: 134

some 222and brummbar changes would be welcome as well
11 Sep 2015, 13:24 PM
#100
avatar of _GarbageMan_

Posts: 83

PLEASE Add hold fire option to the partisan's when in camo!!!

Edit: Someone said above that they added it, I'll have to go see..but if so good devs.. good devs =]
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