Balance Preview Patchnotes
Posts: 102 | Subs: 22
Obviously the costing of certain things will be off in this preview but that's mainly the point of a preview.
We are going to play, figure out things fine tune the numbers and go from there.
Posts: 148
Previews will have stuff changed so pricing isn't bad so long as it will be changed.
Posts: 1930
The volks seems to be overpowered. The 2 extra damage do a lot. Even the US rifleman have problem against them.
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Shocks, Lts and Airlanding Officers are still begging for help to cure their sickness. Guards have become amazingly reliable and effective though.
I just read that bugfix
I could cry right now
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Just gonna clear the air a bit.
Obviously the costing of certain things will be off in this preview but that's mainly the point of a preview.
We are going to play, figure out things fine tune the numbers and go from there.
Good to hear you are aware
Posts: 2561
Just gonna clear the air a bit.
Obviously the costing of certain things will be off in this preview but that's mainly the point of a preview.
We are going to play, figure out things fine tune the numbers and go from there.
Well at least we know you are reading the feedback. I know you can't always get it right the first time but still it feels like you just threw every idea you had into the mod and said "Lets see how it goes". It doesn't take a rocket scientist to know double buffing schrek attainability or making their tech cheaper then the other factions is a bad idea. And putting in such obvious things seems like it's just a waste of testing time.
edit: and this isn't the first time. It happened with the teching costs in alpha too. You should put them more closer to the standard set by the other factions, instead of having them be so drastically different. If there is already a good example in the game to base them off of you should put them near that and then see what they need. Instead of waiting for a week of testing to tell you the obvious. Not that I mean to offend you.
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Posts: 1930
revert the base change to the tommies, but keep the veterancy nerf.
remove the 40 starting fuel for the OKW. They don't need it anymore.
reduce the accuracy on the volks. its current dps is too high really.
replace schreck with faust.
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Posts: 1595 | Subs: 2
Posts: 1384
... and as for the guy with the 4 min p2. I'm glad you did that against the cpu. Do you make all your balance ideas from custom games against the cpu?
Want to play some 1v1's under the preview patch then?
Posts: 747 | Subs: 2
Nice changes, some good outside the box changes. It's funny how I see some people complaining about a fast lunch when I see 7 min t70s and Stewart's at the 8 min mark. And I'm told to build an AT gun right? Lol and as for the guy with the 4 min p2. I'm glad you did that against the cpu. Do you make all your balance ideas from custom games against the cpu?
A P2 is far deadlier than a T-70 or a Stuart. It is excellent in chasing down routed enemies and doesn't have to rely on RNG thanks to its high rate of fire.
Soviets need to collect about 155 fuel for a fast T-70 with T2 tech. USF needs about 30-20 less fuel. The OKW luchs comes after 80 fuel (!). That's about 2-4 min before Stuart or T-70 can hit the field. It would be worse than the Quad (less AT options as allies, can take 3 pak hits, better dps, etc.)
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Posts: 1026
How much do you want to bet the game doesn't run smoothly on a 5820K, 980 Ti and 16GB of RAM?
I run a 4670, 980ti and 16GB RAM, can confirm it still stutters and occasionally freezes for no reason. To clarify, the average framerate is high, but the framerate tanks for fractions of a second at a time, which really impacts the experience. Bad frame pacing = the worst. My G-sync monitor also caused the game to crash on boot 90% of the time until I realized what was causing the crashes and manually disabled it for this game. Now it at least boots!
Technical disaster this game is. It reportedly runs better on AMD video cards.
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