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18 Nov 2015, 22:24 PM
#141
avatar of Bananenheld

Posts: 1593 | Subs: 1

It's like everyone before was afraid of 5 Minute T-70, so just be quite and see. Don't come up with these poor replays against comp, pls :loco:

its the fear of an axis shock unit :megusta:
18 Nov 2015, 22:26 PM
#142
avatar of Omega_Warrior

Posts: 2561



and why? No supression buddy. good deal imo
Trust me you don't want that. Either the kubels completely overwhelm the allies and you win in the first 2 mins, or the allies counter it in time and the OKW player loses all his units and the game. You don't want to play a team game when your ally has zero units 3 minutes into the game.
18 Nov 2015, 22:27 PM
#143
avatar of Aradan

Posts: 1003

Thank you Relic for easy game as OKW. :clap:

Good bye ballance for team games.
18 Nov 2015, 22:29 PM
#144
avatar of Omega_Warrior

Posts: 2561

youll never see 5+ kubel rushes because kubels dont have suppression anymore. they wont be able to stop infantry pushes alone. theyre more of a support unit now, and in the midgame u can use them to harass with their capping ability.
The kubel spam happened in the brit alpha when they had the same stats as they did here with no suppression. It's not the suppression, but the mobility and capping power that does it.

Basically you just get 5-6 of them and keep cutting off points and overwhelming units. I could have sworn you were in the alpha, don't you remember?
18 Nov 2015, 22:31 PM
#145
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1



and why? No supression buddy. good deal imo


Trust me, the kubel was insane in the alpha. I regularly had about 3 of them + 3 sturms, and just always owned the whole map. With no fuel cost, you just end up floating mp (damaged kubel don't cost mp to reinforce, and enemies can't really ignore the kubel pushing them out of cover and flanking their cover), whilst still being able to techup quickly. Once you lose the kubels, you can even salvage them for extra fuel compared to your starting fuel investment as well. The 5 fuel cost will address the second issue while also limiting the ability to kubel spam, indirectly fixing the first issue as well.
18 Nov 2015, 22:32 PM
#146
avatar of BlackKorp

Posts: 974 | Subs: 2

No buyable Vet anymore... OKW overhaul... AM I DREAMING??


uh boi don't trust lelic to much, they will destroy your dreams in no time if these little perverts want :p
18 Nov 2015, 22:32 PM
#147
avatar of LemonJuice

Posts: 1144 | Subs: 7

The kubel spam happened in the brit alpha when they had the same stats as they did here with no suppression. It's not the suppression, but the mobility and capping power that does it.

Basically you just get 5-6 of them and keep cutting off points and overwhelming units. I could have sworn you were in the alpha, don't you remember?


yeah i remember, i was one of the first people to spam kubels. the problem with kubel heavy builds is that pretty much every other light vehicle counters it. guards counter it. conscripts with at nades waiting in ambush counter it, bazookas now counter it, anti-tank guns counter it. every time you kill a kubel its like a squad wipe. if you fuck up once, you lose. allies will just have to learn to adjust to fight, they cant expect to use the same strategies to beat new enemies.
18 Nov 2015, 22:32 PM
#148
avatar of Dullahan

Posts: 1384



And while you're spending time, mapower and munitions smashing kubels, your opponent is taking the map. If he's Soviet, he can get two AT guns for the same manpower cost as Kubels + Luchs.


It may be the case that Luchs needs delaying but this is not an objective test.


This is a deliberately extreme scenario. It's an attempt to build a luchs as fast as is possible.

In reality, I could get a luchs a minute later (still really fucking fast) and have a normal opening. The kubel also makes a great unit for harassing your cut off.

or if I'm patient, I can get a Puma and counter all allied vehicle play.

Don't believe me then add me on steam and we can play some games, ja?

steamid: assassin2470
18 Nov 2015, 22:33 PM
#149
avatar of Doggo

Posts: 148

I'm a little concerned that everything British has been nerfed. Nerfs are fine but...where is the compensatory fixes?

OKW fixes could be good once balancing is applied.
18 Nov 2015, 22:33 PM
#150
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658



Well, you start with 40F. Pay 15F for sWs + 30Med HQ + 55. This means 100F - 40 starting = you need to gather 60F to 251/17. So 60fuel to get Med HQ and 251/17.


But that's not any different from what it's now. You need to gather 55 fuel in the live version. Sure, fuel income got increased but conversion got removed so in the end, the FlaK HT will arrive pretty much at the same time (5-6 min) - you also need 100MP more than in the live build.

Fast Luchs is a problem, yes, but delaying the FlaK HT is not needed. Make teching linear and see how it works out. After that, relic can still make adjustments if needed.
18 Nov 2015, 22:37 PM
#151
avatar of braciszek

Posts: 2053

Mostly timing adjustments are needed. The compensations for a fuel+munitions penalty need to be adjusted as there is no longer a disadvantage being compensated for...

Otherwise, i might actually pick OKW over Ostheer once again when playing as Axis.
18 Nov 2015, 22:39 PM
#152
avatar of Skinner

Posts: 15

Looks good overall.
No major changes to ISG and PAK howie are disappointing.
18 Nov 2015, 22:40 PM
#153
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

They fixed captain, but did they fix LT as well??
18 Nov 2015, 22:44 PM
#154
avatar of Dullahan

Posts: 1384



But that's not any different from what it's now. You need to gather 55 fuel in the live version. Sure, fuel income got increased but conversion got removed so in the end, the FlaK HT will arrive pretty much at the same time (5-6 min) - you also need 100MP more than in the live build.


May actually be slower because the truck prevents you from building infantry, so you have to wait to build it until after you got your initial squads out rather than building the two at the same time.

I'm too lazy to do a test though.
18 Nov 2015, 22:55 PM
#155
avatar of Disregard

Posts: 4

These changes look good overall, not sure about changes to OKW but seeing more Stormtroopers makes me happy.
18 Nov 2015, 22:57 PM
#156
avatar of Skabinsk

Posts: 238

Is this the April Fool patch??? Volks plus 2 range, and 100% OKW ammo rate again with 70! shrecks????
18 Nov 2015, 23:02 PM
#157
avatar of RedT3rror

Posts: 747 | Subs: 2

They fixed captain, but did they fix LT as well??


Shocks, Lts and Airlanding Officers are still begging for help to cure their sickness. Guards have become amazingly reliable and effective though.
18 Nov 2015, 23:02 PM
#158
avatar of BlackKorp

Posts: 974 | Subs: 2

Is this the April Fool patch??? Volks plus 2 range, and 100% OKW ammo rate again with 70! shrecks????


+2 dmg from 10 to 12 but keep flaming boi :thumb:
18 Nov 2015, 23:02 PM
#159
avatar of Jaedrik

Posts: 446 | Subs: 2

Edit: nevermind.

I have only praise for the changes. :D
I'm a little concerned about UKF tho.
18 Nov 2015, 23:04 PM
#160
avatar of Doggo

Posts: 148

Can we have Rifle Company renamed to 'Rear Echelon Company'? Seen someone suggest that, seems a good idea now that Rifle Company isn't about Rifles.

#PlzFixEmplacementsRelic #MakeBritishCommandersThatArentVanguardGood
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