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russian armor

Bulletins...

21 Jun 2013, 22:56 PM
#1
avatar of Supertron

Posts: 15

Hi

im now like level 43 play soviets a lot in 4v4 and i wonder wtf with those bulletins,
do they make any difference?

What is 2% extra, this seems to be nothing! Can anybody explain me what the effects of that bit extra percentage for accuracy or damage can mean in terms of difference?

I THINK IT IS A BIT TO SOFT
21 Jun 2013, 23:55 PM
#2
avatar of Crells

Posts: 255

if you have a con squad go up against a gren squad and the cons have 5% damage and 2 % accuracy and the grens have nothing, then the cons will win that engagement 9 out of 10 times.

The bulletins allow you slightly strengthen your favorite combos.
22 Jun 2013, 00:16 AM
#3
avatar of rofltehcat

Posts: 604

I hate those things. You basically have to farm that 4% dmg for grenadiers just to negate the 5% damage boost everyone gets for his conscripts from spamming Oorah!
They don't do all that much each for itself but they can very easily disrupt the balance, especially in early game when you have encounters like 2x Grenadiers + 1 pio vs. 2 conscripts + 1 engi... on low unit counts, missing other factors like vehicles etc. they can simply change the outcome of a simply battle just because you lost one infantryman 5% earlier and had to retreat because of it.

They are a horrible idea and I still don't understand why they would even think adding something like them was a good design decision.
If they want them as "achievements" and "progression", just make them shiny badges that don't change the game!

Additionally, how is it fair when I'm lvl 46 and running 2% accuracy, 5% health 4% damage when someone else can just run 5% health, 4% damage, 2% accuracy 3% health just because he played a lot and is lvl 80?
Or why should my enemy be handicapped early game if I use that 4% damage on Grenadiers I farmed? Is this some sort of MMO now?

It doesn't even add the variety it seemingly has. Just like in MMOs, everyone will be running the same ones anyways unless doing some gimmick strat like maxim spam or going for fast Panzergrens.
In theory there could be some signaling-based mindplay in this but in reality trying that is just a great way to weaken yourself. Either give away your strat or fight with units that are weaker than they could be.
22 Jun 2013, 00:56 AM
#4
avatar of hubewa

Posts: 928

How bulletins should be organised IMO

You have a set of 10 bulletins. Of which, throughout the game 3 can be picked.

Not this nonsense where I'd know someone's going infantry heavy russki by picking all infantry.
22 Jun 2013, 10:46 AM
#5
avatar of Supertron

Posts: 15

So you are saying even when the percentage increase is so small this makes a difference,...?
22 Jun 2013, 14:04 PM
#6
avatar of Blovski

Posts: 480

Thought I'd hate the doctrines but I don't actually mind them. Encourages trying a few different things and they're small enough it's kind of more a specialised nudge than a big deal.

The visible doctrines are a particular issue with the doctrinal units. Also, mouseover while the game's loading would be nice for letting you see commander choices and doctrine choices and helping with the start of a shoutcast - I can never tell em apart at sight.
22 Jun 2013, 14:26 PM
#7
avatar of talarfon

Posts: 74

I would prefer if you could only pick up to one from each category, because why would anyone not go for the conscripts/grenadiers ones? Maybe increase the bulletins used to 5 to compensate for some of the crappy ones.
22 Jun 2013, 15:06 PM
#8
avatar of Shazz

Posts: 194

What I was honestly hoping for for doctrines in CoH2 was the ability to bring several with you and then be able to change which one is active at the cost of resetting the CP. :)

The bulletins thus far don't seem to have any meaningful impact. +3% gren/cons health amounts to 0.03 * 80 => 2.4 more health per model. Could that turn a very close fight? Yep. Will it really change anything in the big picture? Nope.

Personally, that's fine with me. The CoHO ones were insane, something like +24% volks health which made a HUGE difference. These are enough to minorly adjust some behaviors but otherwise you can basically ignore them.
22 Jun 2013, 18:09 PM
#9
avatar of nik0s

Posts: 12

They require siily and tedious achievements to get and are useless in the long run. Badly implemented and worthless feature imo
22 Jun 2013, 19:04 PM
#10
avatar of Lichtbringer

Posts: 476

I would prefer if you could only pick up to one from each category, because why would anyone not go for the conscripts/grenadiers ones? Maybe increase the bulletins used to 5 to compensate for some of the crappy ones.


THIS.
22 Jun 2013, 19:11 PM
#11
avatar of Basilone

Posts: 1944 | Subs: 2

jump backJump back to quoted post21 Jun 2013, 23:55 PMCrells
if you have a con squad go up against a gren squad and the cons have 5% damage and 2 % accuracy and the grens have nothing, then the cons will win that engagement 9 out of 10 times.

The bulletins allow you slightly strengthen your favorite combos.

Not really, a bonus that small doesn't matter much in a game where engagements like that are won by RNG dice rolls. A 2-3% difference might make the difference 1/10 times.
22 Jun 2013, 19:21 PM
#12
avatar of TychoCelchuuu
Senior Caster Badge

Posts: 1620 | Subs: 2

Apparently the 5% damage boost drops the # of hits it takes to kill Grens and the difference is noticeable.
23 Jun 2013, 19:58 PM
#13
avatar of What Doth Life?!
Patrion 27

Posts: 1664

jump backJump back to quoted post22 Jun 2013, 18:09 PMnik0s
They require siily and tedious achievements to get and are useless in the long run. Badly implemented and worthless feature imo


I also think this is a good idea. Maybe five would let you max out hard on one type of unit, but that will also give a red light for your opponent before the match to know what counters to make.

I also would prefer to just see the bulletins axed but keep all of the cool flavor text somehow.
23 Jun 2013, 20:10 PM
#14
avatar of MaxKeiser

Posts: 133

would be cool if you could activate them in game
23 Jun 2013, 20:38 PM
#15
avatar of Strummingbird
Honorary Member Badge

Posts: 952 | Subs: 1

Why not both players be given all the unlocked bulletins between them available to select during or just before the match? That way being higher level doesn't unfairly advantage one player, it still gives the idea of level progression, and allows you to work on the bulletins you are most likely to use.

e.g. Soviet player has unlocked all MG bulletins, and the Wehr player all Mortar bulletins. If they automatch each other they can pick - during the match- any of the mortar or mg bulletins they want.
23 Jun 2013, 20:53 PM
#16
avatar of BartonPL

Posts: 2807 | Subs: 6

yea, i think that all bulletins should be like - 50% increased range, 100% increased damage, 50% increased Health, cost reduced by 75%

23 Jun 2013, 21:24 PM
#17
avatar of CrackBarbie

Posts: 182

yea, i think that all bulletins should be like - 50% increased range, 100% increased damage, 50% increased Health, cost reduced by 75%



+1, please post this suggestion on the official forums.
23 Jun 2013, 23:05 PM
#18
avatar of hubewa

Posts: 928

yea, i think that all bulletins should be like - 50% increased range, 100% increased damage, 50% increased Health, cost reduced by 75%



Now give snipers this, and it's back to SSSSS for you barton :)
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