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19 Nov 2015, 06:53 AM
#261
avatar of MoerserKarL
Donator 22

Posts: 1108

The small volks price increase and the schreck back to 90 munition is a good change. The starting 0 fuel delays the luchs, is also good.
Anyone tried the new mod, with the affect of the three schreck bulletins?
I really really like the volks, with threee different grenades :D
Its not that you can throw them all together because of the cooldown, but its awesome :)
19 Nov 2015, 06:55 AM
#262
avatar of AchtAchter

Posts: 1604 | Subs: 3



There's more munis and map control now though so you can get more/quicker, plus flak track in BHQ means you won't sacrifice healing and presence to have that thing(flak halftrack) screened by an army of these crazy dudes.



25 % more munitions doesn't mean that you should increase the cost of every ability by 25 %. The point of the resource income change is to give okw more initiative, which is exactly what it will do.

You seem to forget that dual bars rifleman or dual bren sections win against g43 fusiliers. Increasing costs or making nerfs is unjustified. Nothing has been changed about them. So nerfing doesn't even make sense.

Also 70 munitions for engineer upgrade is justified. You guys seem to forget that you get a lmg, 2 armour and faster repair speed for that. Every faction has to pay at least 60 munitions for a lmg.

I agree with lemon recent posts brit late game was too cost effective. You need far more resources to counter their units resource and pop cap wise to counter their units. That's why they steamroll so hard in late game.

I'm personally just concerned with their performance against volks and Osttruppen in early game with the recent changes.
19 Nov 2015, 07:05 AM
#263
avatar of computerheat
Honorary Member Badge
Benefactor 117

Posts: 2838 | Subs: 3

Nice changes. I remember all the arguing in the staff forums prior to OCF about whether to allow or disallow commanders that used purchasable vet. I'm glad they are finally removing that feature.
19 Nov 2015, 07:08 AM
#264
avatar of mycalliope

Posts: 721

ok so far the patch notes are great now and i dont know why their is so much cry from allied fanboys for ukf,they were units were batshit insane and they got nerfed no more chruchill and ober tommies only meta....it will encourage combined arms now...

First of all since
stuka clsoe air support : since it only targets now its damamge should be buffed from 60 to 90 or 80


THE MAIN ISSUE IS STILL NOT RESOLVED

The anti infy fighting capapbility of okw

Neither mg34 got buff
and obers and falls instead of getting buffs got nerfed in their vet.??

Also so now 5 vet is simply 3 vet spread out in 5 vet yet it costs much more to get vet 5...???

obers and falls ar elite reverse the vet change on them and only adjust vet of units that cost fuel and muni
obers get their post lmg nerf dps back
and add a 5th man to falls

ALso no Changes to shitty doctrine abilities Of okw

all that said 100 % income :megusta:
19 Nov 2015, 07:14 AM
#265
avatar of RMMLz

Posts: 1802 | Subs: 1

I didnt play in the times of shrek blobs but whats so Bad about it? I think a rifle/is blob will rek a low AI (Duo shrek) volksblob


You don't know the horror... OKW players could win the game without any micro or vehicle play. Imagine Rifle's survivability with Laser Guided Schrecks (almost 100% chance to hit even light armor). A blob of 6-7 vet 3+ Volks per player was common in almost every game. The range and accuracy on the Schreck guaranteed allied vehicle destruction in the first volley. Rifles are OP but at least they are AI, Volks on the other hand, you could not lose the game even if you wanted granted that you had 6 svhreck volks.
19 Nov 2015, 07:14 AM
#266
avatar of tim974

Posts: 7

ok so far the patch notes are great now and i dont know why their is so much cry from allied fanboys for ukf,they were units were batshit insane and they got nerfed no more chruchill and ober tommies only meta....it will encourage combined arms now...

First of all since
stuka clsoe air support : since it only targets now its damamge should be buffed from 60 to 90 or 80


THE MAIN ISSUE IS STILL NOT RESOLVED

The anti infy fighting capapbility of okw

Neither mg34 got buff
and obers and falls instead of getting buffs got nerfed in their vet.??

Also so now 5 vet is simply 3 vet spread out in 5 vet yet it costs much more to get vet 5...???

obers and falls ar elite reverse the vet change on them and only adjust vet of units that cost fuel and muni
obers get their post lmg nerf dps back
and add a 5th man to falls

ALso no Changes to shitty doctrine abilities Of okw

all that said 100 % income :megusta:





You only play OKW, don't you?
19 Nov 2015, 07:15 AM
#267
avatar of Doggo

Posts: 148

British combined arms with...what? Nothing works.
19 Nov 2015, 07:18 AM
#268
avatar of Kubelecer

Posts: 403

jump backJump back to quoted post19 Nov 2015, 07:14 AMtim974





You only play OKW, don't you?


he doesn't play the game, just shitposts on the forum all day
19 Nov 2015, 07:25 AM
#269
avatar of mycalliope

Posts: 721

jump backJump back to quoted post19 Nov 2015, 07:14 AMtim974





You only play OKW, don't you?


19 Nov 2015, 07:36 AM
#270
avatar of mycalliope

Posts: 721



Yes, you can buy G43s at 1CP.

As for the changes, having not played it yet but I would remove OKW's starting fuel or lower it to 10-20 to make the first truck take longer to arrive and make Volks cost slightly more to be around 250-260 given their damage boost. Shrek price should also return to 90.

As for 6 minute Luchs, is it really going to be that scary? I feel the Luchs hardly performs what it used to be when it got changed to rely on accuracy rather than scatter. Axis had to deal with fast Quads, T-70s, and Stuarts with the later two capable of demolishing their light armour. Captain Tech already hardcounter it/wards it off, Brits got mines, very early ATGs and maybe it'd be time to invest in the AEC(and possibly make it easier to obtain), Soviet T2, Mines and Cons AT Nades are also here and a fast T3 can ward off all the mech truck units unless it's a flanking Puma, but then it's not a Luchs anymore.


+1000

its the usual kneww jerk reaction from allied fanobys play some matches and then we will see the data
19 Nov 2015, 07:36 AM
#271
avatar of pugzii

Posts: 513

brit 70 muntions on engi is insane.. gg anvil, comet time it is
19 Nov 2015, 07:41 AM
#272
avatar of Firesparks

Posts: 1930

jump backJump back to quoted post19 Nov 2015, 07:36 AMpugzii
brit 70 muntions on engi is insane.. gg anvil, comet time it is

I haven't even seen a brit survive to late game. Even with the recent price changes, the OKW is just steam rolling the brits.

one guy tried to use an AEC against my Luchs. Turns out the 20mm on the luch can damage the AEC from the front.
19 Nov 2015, 07:57 AM
#273
avatar of NEVEC

Posts: 708 | Subs: 1

Increasing volksgrendiers k98 rifle damage from 10 to 12 is horribly bad idea. Thats 20% firepower burst and for free. Also panzershrek should cost 85 munition and not less.
19 Nov 2015, 08:01 AM
#274
avatar of Dullahan

Posts: 1384

jump backJump back to quoted post19 Nov 2015, 02:34 AMbC_
New version of the mod
http://steamcommunity.com/sharedfiles/filedetails/?id=557952243

OKW:
Starting fuel reduced from 40 to 0
Panzershrecks cost back to 90
Volks cost increase from 235 to 250


Reducing their fuel to 0 is probably too far in the other direction. Every other faction can make some sort of teching decision within the first minute or two of the game: Brits can get t2 or upgraded squad sizes, Americans get grenades, weapon racks or an ambulance, Soviets can get t1/t2 or molotovs/AT grenades, Ostheer can choose to either get t1 or save up for a quicker battlephase 1. There's currently strategies that incorporate such decisions: brits often get early squad sizes vs ostruppen builds, americans can get early grenades sometimes, soviets can stay T0 for a bit with molotovs or tech up early for other stuff and t2 rushes with ostheer are pretty popular now that MG's are t0.

OKW can now do fuck all. They need to gather 45 fuel to make their first possible tech choice. This means that the only build order diversity you have is going to be manpower based. They don't even have anything to spend munitions on other than mines and sweepers (outside doctrinal stuff like flamers) until they buy a truck. This will make them incredibly stale and predictable in the first 3-4 minutes until they can field a truck. (And probably another 1-2 minutes before they can field much in the way of units) You're also not really solving their teching issues entirely: their panther is still significantly cheaper than the Ostheer one (45 fuel for supply halftracks at most, 170 fuel for base trucks at most, then 175 for the panther. Still cheaper than Ostheer who have to spend 130 for battle phases and then 75 for the structure and then 175 for their panther as well. And ostheer is going to build other tech structures along the way. The fuck you gonna do, increase panther cost to 200+ fuel?

Ultimately, all this is accomplishing is fucking over any and all teching options OKW had and making them super OP.

imo, scrap everything except maybe the veterancy changes.

If you really want to rework OKW properly, put resource conversion on the HQ instead of limiting it to mechanized. (Disable it until they build their first truck, obviously) Maybe increase the effect of fuel conversion to 1 fuel per 3 muni rather than 1 fuel per 4 muni but that may be too good.

No need to completely ruin the flavour of the faction.

19 Nov 2015, 08:06 AM
#275
avatar of Leepriest

Posts: 179

jump backJump back to quoted post19 Nov 2015, 02:34 AMbC_
New version of the mod
http://steamcommunity.com/sharedfiles/filedetails/?id=557952243

OKW:
Starting fuel reduced from 40 to 0
Panzershrecks cost back to 90
Volks cost increase from 235 to 250

Why would you make two versions of the mod?
19 Nov 2015, 08:11 AM
#276
avatar of Firesparks

Posts: 1930



Reducing their fuel to 0 is probably too far in the other direction. Every other faction can make some sort of teching decision within the first minute or two of the game: Brits can get t2 or upgraded squad sizes, Americans get grenades, weapon racks or an ambulance, Soviets can get t1/t2 or molotovs/AT grenades, Ostheer can choose to either get t1 or save up for a quicker battlephase 1. There's currently strategies that incorporate such decisions: brits often get early squad sizes vs ostruppen builds, americans can get early grenades sometimes, soviets can stay T0 for a bit with molotovs or tech up early for other stuff and t2 rushes with ostheer are pretty popular now that MG's are t0.


OKW doesn't have any fuel base unit(bren,ambulance), upgrades (nade, weapon rack, squad size), or buildings (wehr and sov tiers) to worry about. Everything they need for the first 5-6 minute is right there in the main hq with no fuel cost.
19 Nov 2015, 08:11 AM
#277
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post19 Nov 2015, 02:34 AMbC_
Volks cost increase from 235 to 250

Called it!
jump backJump back to quoted post18 Nov 2015, 22:00 PMKatitof
BTW, I foresee volks cost increase in the near future.

bC_
3 of 9 Relic postsRelic 19 Nov 2015, 08:12 AM
#278
avatar of bC_
Developer Relic Badge

Posts: 102 | Subs: 22


Why would you make two versions of the mod?


there was an issue trying to rebuild the first mod so we had to make another version.
19 Nov 2015, 08:15 AM
#279
avatar of Dullahan

Posts: 1384



OKW doesn't have any fuel base unit(bren,ambulance), upgrades (nade, weapon rack, squad size), or buildings (wehr and sov tiers) to worry about. Everything they need for the first 5-6 minute is right there in the main hq with no fuel cost.


Well that's kind of my point.

There's no decisions to be made by the OKW player. They're going to build 1 kubel wagon and then some sort of mix of sturmpios/volksgrenadiers. EVERY GAME.

Compare that to the current version, where they can build a medic or mechanized truck extremely early (which incidentally also unlocks incendiary grenades. Good luck vs buildings for the first 4 minutes now.) and start doing cool things like get IR HT or ISG early, convert munis for fast flamers and mines, convert fuel for flak HT or even convert fuel to build a panzer command ASAP and get cool units like obers/luchs early on.

We're losing a shit ton of tech choices and strategic diversity here. Even DoW2 had wargear and t1.5 units to grant some tech diversity.
19 Nov 2015, 08:17 AM
#280
avatar of Doggo

Posts: 148

With nerfs to late game, they need to make some buffs to British early game. UC needs to be a reliable building clearer, with the AEC needing to be not the worst light vehicle in the game.

The AEC also needs to be a better vehicle snare since the Sniper no longer is it.
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