Balance Preview Patchnotes
Posts: 2561
Posts: 344
Dont understand why you people like this patch, they finally are attempting to redesign OKW and they still refuse to remove the shrek from volks...
Not to mention they removed volks flamenade so now OKW will have to rely on a commander to clear houses..... gg wp relic
flamenade is still there
Posts: 1273
did he try making an aec
Indeed. AEC does help a bit, but comes a tad too late. When the luchs was dead, I had enough Volks and mapcontrol to win the game with a P4, 5xVolks, 1xSturm, 1xKuebel.
Posts: 3103 | Subs: 1
Posts: 4630 | Subs: 2
Make it linear or set starting fuel at 0 and it should be fine.
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Posts: 1930
how were they nerfed? i don't see it?
tommies lost some of their dodging bonus and their damage
Posts: 1144 | Subs: 7
The reason OKW is such a awkward faction is they have access to the most powerful AT weapon in the game on the cheapest infantry... Dont RELIC realize this?? RELIC PLS!
but vet 3 allied infantry roll over everything...or so thats what the forums make me believe eleniggle
Posts: 589
Posts: 3103 | Subs: 1
but vet 3 allied infantry roll over everything...or so thats what the forums make me believe eleniggle
He said awkward, not overpowered. Trying to mean their design will always be precarious with the Panzerschrek at their disposal, I think.
Posts: 424 | Subs: 2
Posts: 2561
I can't believe I am the only one who doesn't like the Windustry change. I mean it's usable now, but the ability was climatic and also decreased vehicle building time to 0Because it's lazy. Instead of makink a cool ability work. They instead just replaced it with something that's already balanced. And it's still pretty crummy as long as soviet T4 is still so mapower expensive.
Posts: 658
Pls, increase the muni cost to 90 and turn shrecks into a PzFaust-like ability. The whole shrecks-on-cheap-inf-thing has been a design flaw right from the start.
90 ammo per squad > unlocks ability to shoot Pzshreck > same range, cooldown as PzFaust and damages engine > stats of Pzshreck (pen and damage) > ability is free = DONE.
Posts: 168
Posts: 100
OKW itself was not terribly designed, it needed some changes, but with this it will be obscenely OP. All Volks needed was some better AI and an AT snare instead of a shreck. Having access to an even cheaper shreck, combined with the full resource income, as well now having access to two very potent grenades, on top of their slight AI buff - I just have to wonder what they are thinking at Relic.
It's entirely safe to say to never go Lt. tier vs OKW. You will have no reasonable counter to the incoming P2 meta rush. Also would be very risky to go T1 as Soviets, since you will most definitely have to build T2 pretty soon thereafter.
I'm glad the rifle flamers were finally addressed, but I think even on RE's they will still be a bit of a problem since they are spammable and get a free 5th man at vet 2, which will come very easy now with their flamethrower.
The British were hit very badly on all accounts. Firstly, the nerf to infantry sections (and the .1 out of cover bonus to compensate, hur dur, still not worth using out of cover) in all departments was stupid. They scale so well because they have no access to free AT snares and their grenade (which both axis armies get for free, and are a million times better) are a joke.
As for the sniper, I'm not sure if I'm reading it correctly, but it would look as if the critical shot can no longer reliably damage the engine of light vehicles. This is obscene, since the sniper was the only (expensive and fragile) AT snare the Brits had, and it's snare to anything heavier than a light vehicle was laughable. If they are going to change the utility of the British sniper this drastically, I'd rather he wasn't an AT sniper at all, just give him a standard rifle and adjust his veterancy bonuses to give him a better rate of fire like the Ost sniper, because now he's most definitely the shittiest of all snipers pound for pound. Either that or revert the changes, because now he is completely lacking in his defined role. At this point, killing the UKF sniper will be as easy as driving a 222/Kubel up to him and chasing him down, since unlike the the Ostheer and Soviets, the sniper has no mainline infantry to snare or screen for him, he only had himself to do that, and even when it was the case it was still risky. Now...nothing. Countering this unit should not be THAT easy, since countering the equivolant units of the other 2 armies can be a nightmare.
The AT gun cost increase was needed, but not up to 320. 300 would have been more sufficient. I know it get's the oh so amazing 50% accuracy vs vehicles, but this is because it has no AT snare to accompany it like other factions, so it was needed).
Lol @ nerf to standard Churchill. Will never use anvil again. Thnx relic.
Churchill Croc vet requirement nerf was good, but range didn't have to go down so drastically. 32 to 30 would have been better.
EDIT - Just did a test of the new vet 0 infantry sections vs vet 0 volks. Volks reliably won 6/8 engangements where I tested.
Posts: 1096
70muni shreks on buffed cheap infantry in a faction which floats MP and has had its resource penalties removed......what could go wrong?
Posts: 98
Posts: 836 | Subs: 5
Download the mod, play a few matches, and then post your complaints in this thread.
Posts: 1108
edit:
or increase the fuel cost from the okw truck
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