Balance Preview Patchnotes
Posts: 1554 | Subs: 7
I truly do appreciate Relic's will to redesign a whole faction. Regarding the new economic and teching situation of OKW I think testing should be done to figure out the most appropriate and balanced costs. Example: 70 munitions for Schrecks with 100% income seems a bit over the top in my opinion...let's see how well this works out. Fortunately Brad confirmed this is the way to go. (Hopefully Relic tries to handle USF design in a similiar manner.) Other than that, OKW could be in need of an undoctrinal suppression platform now like MG34.
The changes to other factions and some commanders seem fine to me at first glance. Finally they seriously tweaked the dull CAS doctrine.
More bug fixes should be included as well as fixes for bugsplats, disconnects, etc. Optimization is either still on the to-do-list.
All in all, despite some decent changes and attempts Relic has still much to do.
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Posts: 37
Posts: 344
suggestion:
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.
Posts: 1593 | Subs: 1
Posts: 474
Posts: 238
+2 dmg from 10 to 12 but keep flaming boi
Ignore the other parts bae boi
Posts: 36
Nerfed Sniper without bringing them in line with other snipers. No defined role.
Nerfed Churchill/Crocodile yet again. For no reason.
Nerfed Heavy Engineer upgrade twice as hard as it needed to be.
Didn't touch worthless emplacements, worthless AEC, worthless Universal Carrier, no reliable indirect fire, no anti-garrison tools.
RIP Brits.
Posts: 148
Posts: 1930
Posts: 769 | Subs: 1
Cool patch but not enough. Performance remains unaddressed, maps are untouched, commanders are for the most part still 98% useless and irrelevant and there is nothing but more content being pumped into the game without refinement and bug fixing being done beforehand. The amount of bugs is just increasing and the bug fixes list is getting shorter.
I am gonna vote for the "not quite enough" option.
Balance preview, bro. Unit ruleset changes only. These aren't patch notes in the classical sense. Most of the stuff you're asking could only come with an actual patch, and they'd have to be crazy to drop a complete OKW redesign on automatch without this kind of testing first.
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Posts: 545 | Subs: 3
Balance preview, bro. Unit ruleset changes only. These aren't patch notes in the classical sense. Most of the stuff you're asking could only come with an actual patch, and they'd have to be crazy to drop a complete OKW redesign on automatch without this kind of testing first.
What? So you're telling me that I am unreasonable for asking for a patch to fix the aforementioned issues?
Posts: 21
I would expect a redesign to largely ignore specific concerns like that, but instead we got a caculated complete 180 from that. NO suppression on the kubel now, and the already underperforming vet 4-5 are nerfed across the board? I'd complain more about the vet nerfs, but lets be real - who has even seen a vet 5 panther to feel that nerf. So silly.
With that said I like the kubel change, it now serves a purpose later in the game as a harassing capture unit. I think the FlakHT may fill the needed suppression role once everyone stops focusing on the Luchs so hard.
I don't think anyone believes a 4 minute Luchs will survive the thick and viscus Allied tears in this thread. I nearly choked when I read that Katitof wasn't losing his shit over this.
Once the dust settles, and the Luchs is appropriately delayed we're still going to see the same problem play out - There is a sharp flipping point in the game where Allied infantry go from losing engagements to vetting up and steamrolling. Vet 4-5 nerfs on Volks in particular will just make this contrast more extreme. If the goal was to try to balance 4's then this could have been restricted to vehicles that never hit those veterancy levels in 1's and 2's.
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Posts: 174
This is one of the most abused abilities in 4v4 aka big team casual, where it could be cast anywhere on a number of prime targets in huge battlefields, including base sectors.
I could be fighting on one side of the map, forced to retreat, and some shitbird I haven't even fought in the field on the other side of the map drops that stupid thing in my base and kills my whole army. By no means is it fun, by no means does it require any skill, and what's worse, you can't even counter it w/ traditional AA means.
It either needs to be able to shot down, or needs to pop smoke, or needs to at the very least be restricted from HQ sectors, like the other air attacks mentioned in the notes.
Posts: 59
Nerfed IS without giving them increased utility to compensate (AT snare? Free grenades that don't suck?).
Nerfed Sniper without bringing them in line with other snipers. No defined role.
Nerfed Churchill/Crocodile yet again. For no reason.
Nerfed Heavy Engineer upgrade twice as hard as it needed to be.
Didn't touch worthless emplacements, worthless AEC, worthless Universal Carrier, no reliable indirect fire, no anti-garrison tools.
RIP Brits.
Really? You're going to complain about Infantry sections underperforming? IS are some of the most accurate and hard hitting basic infantry out there and consistently drop models without attrition.
The sniper changes are fine - they get a VERY long range snare at vet 1 and can now better fulfil their role in spotting and marking for artillery with the new change. And once again, you're going to complain about how you can't randomly damage the engine with a single shot?
Churchill/Croc changes are warranted because of how much HP they have. If you wanted the unit to stay at the 120 fuel mark, then it should have stats accordingly.
Heavy Engineers are still some of the most durable basic infantry around but now pay 70 munitions for double repair rate, armour, and an LMG. The increased tech time simply means you have to wait a bit longer for it to kick in and you can't spam them to make cheap frontline infantry.
Posts: 959
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.
Can I ask you a question?
What is the AT snare option as UKF, please?!!! maybe it will be fair if ISs have snare
Churchill is way too overpriced for its performance.
Anyways, back to OPW again
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