Login

russian armor

Good fix on bombing run not killing base halftracks.

3 Nov 2015, 02:02 AM
#1
avatar of blitz1337

Posts: 184

Still wipes full health flak base. Thks Relic!
3 Nov 2015, 02:14 AM
#2
avatar of IGOR

Posts: 228

yeah nerf it relic, cant u see that sheet ? that poor flak base :´(
3 Nov 2015, 02:27 AM
#3
avatar of Mr. Someguy

Posts: 4928

They should just revert the stats and give it reduced damage on base buildings, or let you refund resources and truck by self-destructing them.
3 Nov 2015, 02:37 AM
#4
avatar of Wygrif

Posts: 278

I think at this point we've got to conclude that it's intended.
3 Nov 2015, 03:05 AM
#5
avatar of Robbie_Rotten
Donator 11

Posts: 412

They never claimed the nerf was to protect buildings?

As others have said, it appears to be intended.
3 Nov 2015, 03:13 AM
#6
avatar of blitz1337

Posts: 184

Sweet, all halftracks to remain in base vs brits.
3 Nov 2015, 03:15 AM
#7
avatar of kitekaze

Posts: 378

They never claimed the nerf was to protect buildings?

As others have said, it appears to be intended.


Next time, go search the forum before claiming something.

http://www.coh2.org/topic/43508/patch-notes-29-oct/post/425152
3 Nov 2015, 03:19 AM
#8
avatar of d0ggY
Senior Caster Badge

Posts: 823 | Subs: 3

325 muni should wipe a okw truck, when the 200 muni strike of soviets brings it down to under 25%
3 Nov 2015, 03:30 AM
#9
avatar of Robbie_Rotten
Donator 11

Posts: 412



Next time, go search the forum before claiming something.

http://www.coh2.org/topic/43508/patch-notes-29-oct/post/425152


Just because brad says something doesn't make it so. The devs say lots of stuff that is simply nonsense or doesn't fit in with what the game actually is. something something shocks in an m3 :snfPeter:

The actual patch note is:

"Artillery Update
Air Superiority
Previously the huge blast radius of these bombs made it very difficult for players to dodge.

AOE Radius of bombs reduced from 10 to 5"

There is no dodging something with a static emplacement.
3 Nov 2015, 03:57 AM
#10
avatar of WhySooSerious

Posts: 1248

Relic nerfed it to make sure the retreat button was a viable option Kappa
3 Nov 2015, 04:03 AM
#11
avatar of blitz1337

Posts: 184

There was also a note about making truck bases more resisitent to artillery.
3 Nov 2015, 05:02 AM
#12
avatar of Wygrif

Posts: 278

Thing is, it's hard to know what the point of the ability is if it isn't truck killing. It's so slow to land that barring heavy engine damage everything can get away in time.

I think that it'd be much improved if they'd add some counter-play. Make it reasonably clear where the planes are coming from, then lengthen the timer, and give the OKW player the opportunity to shoot them down. This would still punish brainless turtling, but it would be (1) more fair and (2) create a neat little emergent mission in which the Brit tries to screen out the AA and the OKW tries to get a shoot down.

(This is assuming that Relic won't be reasonable and nerf damage + lower the cost)
3 Nov 2015, 05:14 AM
#13
avatar of kitekaze

Posts: 378



Just because brad says something doesn't make it so. The devs say lots of stuff that is simply nonsense or doesn't fit in with what the game actually is. something something shocks in an m3 :snfPeter:


Oh well, it's DEVELOPER who say that and you're still being stubborn, then there is no point trying to argue with you.

jump backJump back to quoted post3 Nov 2015, 05:02 AMWygrif
Thing is, it's hard to know what the point of the ability is if it isn't truck killing. It's so slow to land that barring heavy engine damage everything can get away in time.

I think that it'd be much improved if they'd add some counter-play. Make it reasonably clear where the planes are coming from, then lengthen the timer, and give the OKW player the opportunity to shoot them down. This would still punish brainless turtling, but it would be (1) more fair and (2) create a neat little emergent mission in which the Brit tries to screen out the AA and the OKW tries to get a shoot down.

(This is assuming that Relic won't be reasonable and nerf damage + lower the cost)


If it were before LeiG nerf, then I would agree. But with OKW, losing the truck means losing the whole game. There is no comeback or whatever.

This is far from punishing, this is cheesy. The same as OKW Scavenge Barrage which eradicate USF base with one drop.

The plane can be shot down, but very rare because they are strafe type, not loiter type.
3 Nov 2015, 06:05 AM
#14
avatar of Robbie_Rotten
Donator 11

Posts: 412




You asked me to read, which I did. And the OFFICIAL patch notes don't say anything about changing it to save buildings. Don't get your panties in a twist just because one dev seems to think otherwise.

Anyone with a brain could have told you that changing the AOE wasn't going to stop buildings from being destroyed. (It is 100% to do with the pattern the bombs fall in).
3 Nov 2015, 08:24 AM
#15
avatar of Firesparks

Posts: 1930

ironically I had a game where the bombing run only bring a flak truck down to ~20% hp.

A small damage nerf would probably make it more consistent.
3 Nov 2015, 08:33 AM
#16
avatar of Leepriest

Posts: 179

FFS bring down the Muni cost. 325 muni on such an ability now is pure BS.
3 Nov 2015, 08:36 AM
#17
avatar of Katitof

Posts: 17914 | Subs: 8

There was also a note about making truck bases more resisitent to artillery.

No, there was note saying one specific strike is weaker vs them.
0 user is browsing this thread:

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

497 users are online: 1 member and 496 guests
mmp
1 post in the last 24h
7 posts in the last week
39 posts in the last month
Registered members: 49062
Welcome our newest member, Mclatc16
Most online: 2043 users on 29 Oct 2023, 01:04 AM