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26 Nov 2015, 10:35 AM
#921
avatar of AchtAchter

Posts: 1604 | Subs: 3

jump backJump back to quoted post26 Nov 2015, 10:27 AMAladdin


Just give me one reason why OKW needs vets 4 and 5 at all after the patch.


Think of it as faction flavor.

OKW has vet 4 & 5.
USF has vehicle crews & weapon racks.
Soviets have 6 men squads.
Brits have their green cover bonus & weapon racks.
Ostheer has... good team weapons & tanks?

It's not wise to remove content.
26 Nov 2015, 10:37 AM
#922
avatar of Katitof

Posts: 17914 | Subs: 8


It's not wise to remove content.

RIP irregulars :foreveralone:

It is wise if it doesn't make sense to have it any longer.
Not saying I agree with him, just a general thought.
26 Nov 2015, 10:40 AM
#923
avatar of __deleted__

Posts: 4314 | Subs: 7



Wait I thought they already limited the KT to 1 per match?!

only 1 at time i tested it in december balance patch preview
26 Nov 2015, 10:53 AM
#924
avatar of atouba

Posts: 482



Sure the moment USF has to pay for Lieutenant, Captain & Major since these units come also for free.
Or UKF can pay for their crappy base howitzers as those are also for free.

I think different, we should rather give Ostheer & Soviets some free stuff when they upgrade.
Ostheer could use a 5th men on grens. Soviets could get some global weapon improvement that increases their dps.


+1000.

SU/OST has no rewards due to their tech upgrades and must retreat an engineer squard to build their buildings. Also SU/OST doesn't have a frontline retreat point.

And it's a big joke the OST needs to spend extra 360mp/120fuel teching to T4 when they have already built the T3 building. While the OKW can unlock their panthers and PIVs after tech upgrade of T4(150 fuel needed if rush).

Relic should look at the vanilla east frontline factions when they are going to revamp the west frontline factions.Otherwise no player will ever touch the poor OST since the OKW has everything which is better than the OST except early suppression options.
26 Nov 2015, 10:58 AM
#925
avatar of bingo12345

Posts: 304

jump backJump back to quoted post26 Nov 2015, 10:27 AMAladdin


Just give me one reason why OKW needs vets 4 and 5 at all after the patch.


Nothing. Resource penalty should be back if they use benefit of vet 4~5. Removing 4~5 vet make sense.
26 Nov 2015, 11:12 AM
#926
avatar of Australian Magic

Posts: 4630 | Subs: 2

Still waiting for:
Schwerwer HQ delay or "inside upgrade" to unlock Panther and KT
LMG34 for at least 100ammo
Side upgrades

:foreveralone:
26 Nov 2015, 11:18 AM
#927
avatar of Bananenheld

Posts: 1593 | Subs: 1

jump backJump back to quoted post26 Nov 2015, 10:53 AMatouba


+1000.

SU/OST has no rewards due to their tech upgrades and must retreat an engineer squard to build their buildings. Also SU/OST doesn't have a frontline retreat point.
.

this this this, i just hate it to retreat my pio as SU/OST. 99% i want to lay a mine, set up some wire or build a chache or cap a point but i just cant because i need the squad in the base to build my tierbuilding, meanwhile every other faction :foreveralone:
26 Nov 2015, 12:49 PM
#928
avatar of Aladdin

Posts: 959



Think of it as faction flavor.

OKW has vet 4 & 5.
USF has vehicle crews & weapon racks.
Soviets have 6 men squads.
Brits have their green cover bonus & weapon racks.
Ostheer has... good team weapons & tanks?

It's not wise to remove content.


Resource penalty was indeed an essential part of that flavour, and when u remove one flavour the remaining makes the faction imbalanced. U can't simply just remove that very important flavour and expect the rest stays balanced, even though I think this change is in a good direction, BUT ONLY IF THE T4 ACCESSIBILTY OR TANKS GET INCREASED PRICE BY A LOT.

My favourite faction of choice have always been OKW and I played 3000 hrs of this game solely OKW, so I'm not a fanboy or such or anti-OKW, I just like the game to be balanced!!!
26 Nov 2015, 13:17 PM
#929
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
3 000 hrs with OKW ? PogChamp
26 Nov 2015, 13:37 PM
#930
avatar of mortiferum

Posts: 571

jump backJump back to quoted post26 Nov 2015, 10:37 AMKatitof

RIP irregulars :foreveralone:

It is wise if it doesn't make sense to have it any longer.
Not saying I agree with him, just a general thought.


I miss them.

Never forget, an instant and easy source of extra LMG-42 for my Volks and Obers.

Towards the end of one of the long games, I have 4 vet 5 Obers with dual LMG-42, 2 Volksgren with dual shreck (Pick up from dead volks :p, continuing the legacy!), and 3 volks with an LMG-42 each, all 5 stars of course :P

26 Nov 2015, 14:28 PM
#934
avatar of IJHicks_XI

Posts: 32

jump backJump back to quoted post26 Nov 2015, 00:51 AMbC_
few things to expect as well.

okw starting resources up from 240 to 340 (not 400) (this now offsets the cost of the truck + the 15 extra manpower on volks)
IG / Pak howitzer auto facing added back in now that they dont suppress
IG / Pak Howitzer now garrison damage multipler increased from 0.25 to 0.35 (this helps them clear out buildings easier)


Can we at least get a toggle for auto face and non auto face nothing worse than your ig/pack turning to face stuff that you don't want it to then having to turn it back and set up again....
26 Nov 2015, 14:36 PM
#935
avatar of Australian Magic

Posts: 4630 | Subs: 2



Think of it as faction flavor.

OKW has vet 4 & 5.
USF has vehicle crews & weapon racks.
Soviets have 6 men squads.
Brits have their green cover bonus & weapon racks.
Ostheer has... good team weapons & tanks?

It's not wise to remove content.


So wrong..

OKW vet 5 - resource penalty.
Crew & weapon racks - shitty and squishy tanks, no insta upgrades.
6men squads - squishy squads (except Shocks)
Green cover bonus and weapon racks - pure shit without cover & no insta upgrade.
26 Nov 2015, 14:45 PM
#936
avatar of TheSleep3r

Posts: 670

jump backJump back to quoted post26 Nov 2015, 00:51 AMbC_
few things to expect as well.

okw starting resources up from 240 to 340 (not 400) (this now offsets the cost of the truck + the 15 extra manpower on volks)
IG / Pak howitzer auto facing added back in now that they dont suppress
IG / Pak Howitzer now garrison damage multipler increased from 0.25 to 0.35 (this helps them clear out buildings easier)


Lelic if you even read these forums please buff penals, rework them or even better do both. Currently they have no utility, no scaling, and they can't fulfill they designed role. Come on lelic, just do it, don't let our dreams be dreams
26 Nov 2015, 15:14 PM
#937
avatar of Iron Emperor

Posts: 1653

Penals and Irregulars really need some buffs
26 Nov 2015, 15:24 PM
#938
avatar of Katitof

Posts: 17914 | Subs: 8

Penals and Irregulars really need some buffs

Irregulars do not exist anymore for some time already.
26 Nov 2015, 15:42 PM
#939
avatar of Iron Emperor

Posts: 1653

jump backJump back to quoted post26 Nov 2015, 15:24 PMKatitof

Irregulars do not exist anymore for some time already.


Kappa
26 Nov 2015, 16:04 PM
#940
avatar of broodwarjc

Posts: 824

What if Ost an Soviet HQs had building engineers attached to their HQs? They couldn't repair or anything and they are unkillable(until HQ is destroyed) that run out within the HQ sector and build the buildings wherever? You would still need a Pio to build a healing bunker, but otherwise some animated guys run out from the HQ and build your tech buildings. That would help both factions field presence.
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