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russian armor

Another bug & balance list

6 Oct 2015, 06:35 AM
#41
avatar of Iron Emperor

Posts: 1653

I got the feelinh that relic will not read this. And will say fuck you mothapuddings!!
6 Oct 2015, 07:29 AM
#42
avatar of Porygon

Posts: 2779

What the hell is AEF? :O
6 Oct 2015, 07:35 AM
#43
avatar of Iron Emperor

Posts: 1653

What the hell is AEF? :O


American Erotic Forces:snfBarton:
6 Oct 2015, 08:01 AM
#44
avatar of JohnnyB

Posts: 2396 | Subs: 1

jump backJump back to quoted post5 Oct 2015, 19:38 PMCruzz


Regular churchill should have a max of 1280hp and the specialist versions 1040. Front armor value can be increased to compensate if required, armor value can be played around but high HP can't.


OKW:


OKW buildable flaks should be reworked, they're utterly useless as is



Hell yes.

6 Oct 2015, 08:08 AM
#45
avatar of Cruzz

Posts: 1221 | Subs: 41

Should be loved.... he's practically doing part of their job for them.

Cruzz, how is the accuracy multiplier for retreating infantry applied on the Soviet and Wehrmacht snipers? I looked in ebps, sbps and weapons and couldn't find it.


squad_action_apply_ext in the sbps files for the snipers.



Also people were reporting that Grenadiers from the "Mechanized Grenadier Group" still have the old max range modifier at vet 2 for rifle nades while it was removed in July 21 update for standard Grens.


Yes most of these copies of regularly built squads have a lot of issues because relic keeps forgetting they exist. Just didn't get around to checking them yet because they're not exactly a priority for me either.


I do however want to make a comment on the Easy Eight lacking increased scatter when moving. This actually fits historically with the capabilities of the vehicle, as Easy Eights were equipped with a unique suspension system, Horizontal Volute Spring Suspension (HVSS), that increased the firing accuracy of the main gun while on the move as well as giving a nice and 'easy' ride, hence the vehicle's nick name.


Which is why I didn't actually list it straight up as an oversight, but as a balance issue. But I think it's pure fantasy to say the Easy Eight moved so smooth that being on the move had ZERO impact on its accuracy. Because that's what it's like in this game right now. Anyway regular shermans already have a 150% multiplier instead of the 200% multiplier of pretty much every other vehicle in the game, I don't see why easy eight should be massively better than that.


What the hell is AEF? :O


It's what USF are referred to in the game files. Relic thinks Murica is still in WW1, which explains many things ;)



so the crit itself IS removed but the icon stays? well it's annoying instead of potentially game breaking at least.


Yes, the effect is timed for 10 seconds only, just they have the icon set up wrong so it's not getting removed.
6 Oct 2015, 08:42 AM
#46
avatar of rush

Posts: 341

The amount of work and effort put in making this list is simply amazing .
Cruzzi u'r a god.
on a side note i think the time on crawlers is slightly low, casualty interrogation can't be used properly.
Also there is a ton of broken Steam achievements as well.
6 Oct 2015, 10:51 AM
#47
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post5 Oct 2015, 19:38 PMCruzz

British infantry have the old 10% death crit at 50% or lower on receiving explosive damage. They shouldn't.


Would this be the reason why rifle-grenades keep wiping vickers teams / tommy squads in one shot (from 100% HP to 0%), even when said squads are behind green cover? (the flame crit animation is there) I would have thought that green cover would have conferred some damage resistance vs explosives otherwise...

Also, is it possible to verify that the UKF base artillery "coordinated fire barrage" actually does any damage at all? Last night, I had one shell land literally on top of my Tommy squad, and the squad was barely scratched at all. Perhaps there's something off with the explosive radius. (I am referring to the vanilla version of the artillery - not the Anvil one).

6 Oct 2015, 11:22 AM
#48
avatar of Cruzz

Posts: 1221 | Subs: 41



Would this be the reason why rifle-grenades keep wiping vickers teams / tommy squads in one shot (from 100% HP to 0%), even when said squads are behind green cover? (the flame crit animation is there) I would have thought that green cover would have conferred some damage resistance vs explosives otherwise...

Also, is it possible to verify that the UKF base artillery "coordinated fire barrage" actually does any damage at all? Last night, I had one shell land literally on top of my Tommy squad, and the squad was barely scratched at all. Perhaps there's something off with the explosive radius. (I am referring to the vanilla version of the artillery - not the Anvil one).



Friendly fire damage and damage against enemy units are completely different. Most weapons have 0-10% damage to friendlies. Brit base howitzer damage to friendlies is a whopping 2.5%, so a direct hit from a howitzer (160*0.025*4) deals as much damage to a full squad as a single hit from a kar98k (16*1)
6 Oct 2015, 13:08 PM
#49
avatar of Marcus2389
Developer Relic Badge
Donator 11

Posts: 4559 | Subs: 2

Amazing work Cruzz, what you provided here is a very good list that I hope Relic devs will read and work on in the upcoming patches. I agree on pretty much everything listed. :thumb:
6 Oct 2015, 15:34 PM
#50
avatar of Alexzandvar

Posts: 4951 | Subs: 1

I'm a bit lazy to put screenshots, but almost since WFA launch, the OKW IR HT will keep some infantry units "marked" on the tactical map out of it's range.



This has to do with the fact it's a weapon. I think you used to be able to recreate this by damaging a unit while the search light has it under it's sweep. Will need to investigate further.
6 Oct 2015, 18:14 PM
#51
avatar of redcloud

Posts: 22

I've had at least 2 cases in a few weeks where a machine gun garrisoned in a house will not respond to de-garrison commands (regardless of using hotkeys or clicking the button). The "de-garrison" icon appears but the unit won't follow the command to leave.

This happened once with a maxim on the northernmost house in Kharkov, and in other circumstances I can't remember.

I don't see this bug listed here and haven't heard anyone else report it, has anyone else had problems removing MG crews from houses?
6 Oct 2015, 19:26 PM
#52
avatar of TheSleep3r

Posts: 670

ITT: we summon Relic :snfBarton:
6 Oct 2015, 20:06 PM
#53
avatar of What Doth Life?!
Patrion 27

Posts: 1664

The two big ones for me are: units need to stop snapping to cover from so freaking far away. And CP's/VP's should not be physical objects. They obliterate vehicle pathing and projectiles can hit a vp instead of the tank they are firing at... WTF M8?
6 Oct 2015, 20:23 PM
#54
avatar of UGBEAR

Posts: 954

All hail King Cruzz for the CEO of Reric
6 Oct 2015, 20:31 PM
#55
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



This has to do with the fact it's a weapon. I think you used to be able to recreate this by damaging a unit while the search light has it under it's sweep. Will need to investigate further.


Yep, basically. Problem seems that you can't remove the spotting, so legal maphack :D
6 Oct 2015, 20:49 PM
#56
avatar of SahinK

Posts: 23

Bravo..... Extremely good overview for current stage of the game....



Wanted to add a few...

*British Special Weapons Regiment Concentrated Fire Operation is over the top effective in its stage...

-Could be targeted in Fog of War... And probably its a bug...

-Extremely effective and negates all truck play of OKW... Shell number could take %20 reduction...

*British 17pounder popcap has unlogically high value of 20 compared to pak 43, should be reduced to 10-12...

*Luftwaffe Ground Forces Doctrine Airborne Assault's aircraft still couldnt target units properly... Still so anti Vehicle 37mm fire as intended...
6 Oct 2015, 21:02 PM
#57
avatar of Baionetto

Posts: 90

Cruzz...this man...what can i say... <444>3 and thx for all
6 Oct 2015, 21:32 PM
#58
avatar of Swift

Posts: 2723 | Subs: 1

Worth considering the completely random Mills Bomb cancel on British vehicles? I used it a lot in a game recently and it often took three or four goes just to get the ability to activate, even from standing still in range. It just seems ti randomly cancel itself all the time.
6 Oct 2015, 21:47 PM
#59
avatar of Horasu

Posts: 279

11/10, I get angry thinking of how much they don't listen to you
6 Oct 2015, 22:21 PM
#60
avatar of DAZ187

Posts: 466

Great work man keep it up
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