Balance Preview Update 09/09/2015
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Posts: 76
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+2 The recast timer for LeIG Barrage is so short that you can just endlessly barrage an emplacement and there is nothing you can do because of the 1 Minute Recast on Brace which opens the emplacement to too much damage.
What is the point in having the barrage function if you can only fire it once ever 30 seconds or somewhat after it ceased the previous barrage? Then the emplacement will never go down, unless that is what you want.
Thank god for the Universal carrier changes vs the sniper. I think I read it somewhere but forgot in which thread, but did the flamethrower 'wasp' upgrade get a damage or/and range nerf?
Posts: 17914 | Subs: 8
What is the point in having the barrage function if you can only fire it once ever 30 seconds or somewhat after it ceased the previous barrage? Then the emplacement will never go down, unless that is what you want.
Ever heard of attack ground?
Posts: 76
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Ever heard of attack ground?
yeah so it can fire constantly at the point of an emplacement. So getting rid of the barrage ability won't change anything
Posts: 1890 | Subs: 1
yeah so it can fire constantly at the point of an emplacement. So getting rid of the barrage ability won't change anything
Barrage (as its name suggests) fires more shells that just auto-attacking ground. Attacking ground into the FOW is also less accurate. The point is as dbmb stated earlier :
The low timer of ISG barrage only compounds this problem. Its not too bad now because the Brit player can at least spam Brace if the emplacement HP gets low but in the Preview you can't and it results in dbmb's description. What I'm saying is if they keep the Brace nerf then other changes need to be made like increasing the ISG barrage timer or else emplacements get countered too easily by ISG spam. Besides, all other indirect artillery barrages have a timer of at least 30 sec as far as I know.
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any more USF changes?
Posts: 738
Posts: 4928
Cheap MP teching and a Bren buff vs sniper are welcome changes. imo though the bren should get the vet 1 ability stock, every other faction has access to early repairs with engies.
It really doesn't take long for them to get Engineers out. Sure they don't start with them, but they're not too far from reach.
Posts: 738
It really doesn't take long for them to get Engineers out. Sure they don't start with them, but they're not too far from reach.
Well when you consider the 15 fuel for bren delays your teching anyway, if you eat an early faust and rush engies this leaves your carrier a sitting duck to the 222 as you have no AT.
The carrier is already the most expensive early light vehicle out of all factions, imo it wouldn't hurt to give it a little utility with self repair.
Posts: 4928
The carrier is already the most expensive early light vehicle out of all factions, imo it wouldn't hurt to give it a little utility with self repair.
It's also the most mobile light vehicle in the game, the turn rate and acceleration are amazing. If it gets fausted, that means you weren't paying attention to it.
Posts: 738
It's also the most mobile light vehicle in the game
That would be the 222, due to the lack of turret on the BC. (Especially against brits that have no AT snare on inf sections and the useless PIAT.)
It's also bit silly that soviets/USF can garrison their clown cars and shoot out of them. for some reason UKF can't do this even though the upgrades take away the ability to transport troops.
Posts: 17914 | Subs: 8
It's also the most mobile light vehicle in the game, the turn rate and acceleration are amazing. If it gets fausted, that means you weren't paying attention to it.
It looks like a block and it moves like a block.
Its maneuverability is nowhere near M3 or 222.
It LOVES to stop completely just to turn slightly all the time.
Posts: 270 | Subs: 1
It's also bit silly that soviets/USF can garrison their clown cars and shoot out of them. for some reason UKF can't do this even though the upgrades take away the ability to transport troops.
I think this is for balance reasons, as being in a vehicle counts as cover/garrison bonus right?
So you'd have a highly mobile tommy squad that are always in cover that could just kite any grenadiers that come for the faust.
Posts: 1006
This would shut down blobbing down for ever. Just wondering
Posts: 758
Posts: 4951 | Subs: 1
It looks like a block and it moves like a block.
Its maneuverability is nowhere near M3 or 222.
It LOVES to stop completely just to turn slightly all the time.
This is an issue with ever "Assault Gun"/"Forward Fixed Gun" unit in the game, mate.
Posts: 670
ok, here we go
'Please respond'
Posts: 1890 | Subs: 1
I think this is for balance reasons, as being in a vehicle counts as cover/garrison bonus right?
So you'd have a highly mobile tommy squad that are always in cover that could just kite any grenadiers that come for the faust.
The funny thing is that you can do this with the Weapons HT from the Special Weapons Commander... I was messing around with the AI and put 2 Heavy Engineers w/ X3 Vickers in it and rolled around melting squads. Its not practical at all due to the CP timing but would make for some epic cheese.
Posts: 61
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 is an interesting idea, would like to see it in the preview build to test out for practicality.
Posts: 64
Wouldnt it be possible to give units an aura for received fire that stacks up when more and more units just blob together?
This would shut down blobbing down for ever. Just wondering
That would be historically accurate too. If you shoot a big horde with mg42 HMG you hardly miss even whitout aiming.
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