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*Relic* OKW balance preview mod v2 feedback

20 Nov 2015, 09:43 AM
#21
avatar of Dullahan

Posts: 1384



What do you mean? All grenades have the same throwing time, unless its a molotov, they are all mirrored afaik.


Doesn't seem that way at all, but I suppose that could just be Relic randomly selecting the model that throws the grenade and picking the guy who is too far away to throw it immediately.

I haven't actually timed it, but it feels a lot quicker to me.
20 Nov 2015, 09:54 AM
#22
avatar of Putinist

Posts: 175



Doesn't seem that way at all, but I suppose that could just be Relic randomly selecting the model that throws the grenade and picking the guy who is too far away to throw it immediately.

I haven't actually timed it, but it feels a lot quicker to me.


I have no clue about grenade animation times, but couldn't the fact that it doesn't have a timer but explodes on impact give a feeling that it is quicker?
20 Nov 2015, 10:10 AM
#23
avatar of Dullahan

Posts: 1384



I have no clue about grenade animation times, but couldn't the fact that it doesn't have a timer but explodes on impact give a feeling that it is quicker?


Nope, I'm purely talking about the throwing animation. Internal clock feels like it's quicker.

20 Nov 2015, 10:14 AM
#24
avatar of Firesparks

Posts: 1930



What do you mean? All grenades have the same throwing time, unless its a molotov, they are all mirrored afaik.



mills bomb, pineapple (regular and cooked) = .62 second

volks stick grenade/ incendiary grenade = .25 seconds.

20 Nov 2015, 10:29 AM
#25
avatar of Putinist

Posts: 175



Nope, I'm purely talking about the throwing animation. Internal clock feels like it's quicker.



Yeah looks like you're correct
20 Nov 2015, 10:59 AM
#26
avatar of JohnnyB

Posts: 2396 | Subs: 1

My impressions after playing the patch a little in modding hub:

1. Volks are a useful unit, and they actualy kill infantry, wow :thumb:. The cost is fine, no need to increase;
2. Building SWS trucks before actualy placing them, together with volks price increase results in a delay of placing your first tier, which is not quite balanced. There are opponents like USF that can field a light vehicle verry quickly and totaly wreck your expensive (now) infantry before you even got a shreck and shut you down early game. I suggest increasing building speed for SWS trucks;
3. AA HT - ingame feel (letting alone figures): to short range, weak supression, doesn't excell at killing eather. Not such a useful unit and not necessarely an option.
4. The ISG is just bad. Not only that it misses to often now, but I didn't see any supression from it. Or actualy more than 1-2 kills in a match! Was it nerfed / ninjanerfed to oblivion?! If yes, I don't think it's a good idea.
5. I can't see why build a kubel in the new patch. Someone said that is afraid of kubel spam now. Spam? Why would I spam such a unit? If it doesn't receive something DPS wise, I rather invest in a squad of volks.
20 Nov 2015, 11:19 AM
#27
avatar of __deleted__

Posts: 830

jump backJump back to quoted post20 Nov 2015, 10:59 AMJohnnyB
My impressions after playing the patch a little in modding hub:

1. Volks are a useful unit, and they actualy kill infantry, wow :thumb:. The cost is fine, no need to increase;
2. Building SWS trucks before actualy placing them, together with volks price increase results in a delay of placing your first tier, which is not quite balanced. There are opponents like USF that can field a light vehicle verry quickly and totaly wreck your expensive (now) infantry before you even got a shreck and shut you down early game. I suggest increasing building speed for SWS trucks;
3. AA HT - ingame feel (letting alone figures): to short range, weak supression, doesn't excell at killing eather. Not such a useful unit and not necessarely an option.
4. The ISG is just bad. Not only that it misses to often now, but I didn't see any supression from it. Or actualy more than 1-2 kills in a match! Was it nerfed / ninjanerfed to oblivion?! If yes, I don't think it's a good idea.
5. I can't see why build a kubel in the new patch. Someone said that is afraid of kubel spam now. Spam? Why would I spam such a unit? If it doesn't receive something DPS wise, I rather invest in a squad of volks.


1. Price wise is just opinion, you are entitled to yours!

2. How come it isn't balanced ? (favoured as you put it) The fact that you can get a luchs out at 6 minute mark is quite remarkable, to say the least.

3. agreed, AA HT isn't the crowd control machine I hoped for either. MG34 needs to be in normal tiering structure, otherwise OKW doesn't have any kind of crowd control now the Kubel can't suppress anymore.

4. yes ISG sucks, have you seen its attack ground function? the majority of its shots don't even land in the same postal code as the designated ground they should attack. Should just have reverted the old buf and it was fine.

5. Agreed again, yet kubel can be nice to cap in the back and flanks whilst your main infantry can just run around and be useful, which is either a good thing or a bad thing.
20 Nov 2015, 11:19 AM
#28
avatar of IIGuderian

Posts: 128

I like everything in the preview patch,except that JUST GIVE MG34 ALREADY!ITS A stinky yet necessary unit ffs!
20 Nov 2015, 11:40 AM
#29
avatar of JohnnyB

Posts: 2396 | Subs: 1



2. How come it isn't balanced ? (favoured as you put it) The fact that you can get a luchs out at 6 minute mark is quite remarkable, to say the least.


I did not test the Luchs tier. Did not started with it. From med truck perspective, if you place it first, there is going to be a looooong time until it will be built and placed as a FRP. So, untill you will have shrecks, a light vehicle can wreck you. Let's not force everybody to go mechanized instead of Med Truck. Let's keep both options viable and encourage all playstiles. Because of couse I will go mechanized every time in order not to be cornered by the opponent but rather cornering him. Maybe a fuel reduction cost for med truck?


3. agreed, AA HT isn't the crowd control machine I hoped for either. MG34 needs to be in normal tiering structure, otherwise OKW doesn't have any kind of crowd control now the Kubel can't suppress anymore.



I have nothing against transforming AA HT into a crowd control unit, maybe more efficient than an mg, because it costs fuel also, but they should do it properly and have also a chance against light vehicles. Currently is just pudding.


The result of these changes must be testing the player's brain while chosing a teching route by offering to him 2 options, both valid in the same way but with different consequences.
20 Nov 2015, 12:05 PM
#30
avatar of __deleted__

Posts: 830

jump backJump back to quoted post20 Nov 2015, 11:40 AMJohnnyB


I did not test the Luchs tier. Did not started with it. From med truck perspective, if you place it first, there is going to be a looooong time until it will be built and placed as a FRP. So, untill you will have shrecks, a light vehicle can wreck you. Let's not force everybody to go mechanized instead of Med Truck. Let's keep both options viable and encourage all playstiles. Because of couse I will go mechanized every time in order not to be cornered by the opponent but rather cornering him. Maybe a fuel reduction cost for med truck?


Nah, you can get a shreck squad out at like the 3-4 ish minute. T0 has rakettenwerfer that can cloak, so light vehicle rush isn't a big problem. Don't see why med truck should need a reduction, it is fine as it is now.

jump backJump back to quoted post20 Nov 2015, 11:40 AMJohnnyB

I have nothing against transforming AA HT into a crowd control unit, maybe more efficient than an mg, because it costs fuel also, but they should do it properly and have also a chance against light vehicles. Currently is just pudding.


The result of these changes must be testing the player's brain while chosing a teching route by offering to him 2 options, both valid in the same way but with different consequences.


I think the current teching is valid, yet perhaps a bit too quick though.
20 Nov 2015, 17:07 PM
#31
avatar of Junaid

Posts: 509

Ah the luchs complaints. They're not wrong. Not at all. They're quite right. The complainers I mean. A 6 min luchs sounds like a nightmare.

Just imagine how ost has been coping vs USF stuarts. (Y'know, cause both luchs and stuart cost 120fuel to push out and both have 400hp and are excellent squadwipers).
20 Nov 2015, 17:18 PM
#32
avatar of AvNY

Posts: 862

jump backJump back to quoted post20 Nov 2015, 17:07 PMJunaid
Ah the luchs complaints. They're not wrong. Not at all. They're quite right. The complainers I mean. A 6 min luchs sounds like a nightmare.

Just imagine how ost has been coping vs USF stuarts. (Y'know, cause both luchs and stuart cost 120fuel to push out and both have 400hp and are excellent squadwipers).



Too bad the Volks have to wait for the grenades and shreks to be unlocked like the USF do, and then run back to their base and walk tot the other side to pick them up... and.....

Oh wait.....
20 Nov 2015, 17:29 PM
#33
avatar of AchtAchter

Posts: 1604 | Subs: 3

Okw is in dire need of the MG34.
Blobs with zooks or backed up by a single at gun just can brute force their way through anything. Without an ISG that suppresses or a Kübel that does a suppression kite this disturbs fundamental game mechanics.

The flak ht is shut down by a single at gun or a piat / zook blob honestly it has less survivability than a HMG squad.
20 Nov 2015, 17:34 PM
#34
avatar of Obersoldat

Posts: 393

I dont like the changes to the Kubel, it was fine. Either revert changes or give OKW a non doc MG34.
20 Nov 2015, 17:40 PM
#35
avatar of __deleted__

Posts: 4314 | Subs: 7

I see a few options to help solve early shrecks for volks either put shreck upgrade behind the med hq only, that way if a player decides to go mech hq they will have to rely on puma and racketenwerfers for AT and help devalue the power of the luchs. Or just require 2 hqs or t4 to be built to unlock the shreck upgrade, which seems a bit more reasonable.

I would like to see a change to the long barrel p4 now that OKW has normal fuel income. At 120 fuel I feel like it was added to help okw if they fell behind too early in the mid-game and couldnt afford to save up for a panther with reduced resource income. Now with the increased resource income I do not see much use for it since a panther or jp4 cost only a little more fuel to build and both are a lot safer investments of fuel than the p4. Perhaps exchanging it out for a short barrel p4, or brumbar that way there is a more clear choice between building a tank thats good anti infantry or building a good AT tank.


Panzer is generalist tank while panther is specialist At tank with litlle Ai in for of mg gunner.
jp4 is completely for at only.

I think p4 is still great please dont remove it or change , it is like if you build t34/85 and not su85 or if you go comet instaed of firefly.

Also okw panther have great armor and great vet whitch will make him so great agains infatry like dummy p4 one would be. He also gain vet really fast.

20 Nov 2015, 18:51 PM
#36
avatar of BeefSurge

Posts: 1891

Okw is in dire need of the MG34.
Blobs with zooks or backed up by a single at gun just can brute force their way through anything. Without an ISG that suppresses or a Kübel that does a suppression kite this disturbs fundamental game mechanics.

The flak ht is shut down by a single at gun or a piat / zook blob honestly it has less survivability than a HMG squad.


I think this is intended nondoctrinal weakness, PE had the same thing (unless you had incredible AC micro)
20 Nov 2015, 19:08 PM
#37
avatar of hhhhh

Posts: 85 | Subs: 1

So, just throwing this out there, it would be really nice if the 45mm soviet at-gun got a slight cost/penetration increase (or some other kind of buff). I'm not sure about team games, but I almost never see people use the unit in 1v1 games. It's great for taking out armored cars but has a lot of trouble pressuring anything heavier, even when used in greater numbers. (or at least that's what I've experienced :P)

For Elite Troops, I think adding stormtroopers to a more commonly used commander was a good move. Now everyone can take advantage of the single panzerschreck upgrade without being forced to choose a niche doctrine.
20 Nov 2015, 20:44 PM
#38
avatar of __deleted__

Posts: 830

jump backJump back to quoted post20 Nov 2015, 19:08 PMhhhhh
So, just throwing this out there, it would be really nice if the 45mm soviet at-gun got a slight cost/penetration increase (or some other kind of buff). I'm not sure about team games, but I almost never see people use the unit in 1v1 games. It's great for taking out armored cars but has a lot of trouble pressuring anything heavier, even when used in greater numbers. (or at least that's what I've experienced :P)

That is why the soviets have the zis. The 45 mm is for light vehicles only and quite spammable. It would break the game if it could pen above armored car level reliably. You can use it to counter 222, halftrack, puma, kubelwagen etc.

jump backJump back to quoted post20 Nov 2015, 19:08 PMhhhhh

For Elite Troops, I think adding stormtroopers to a more commonly used commander was a good move. Now everyone can take advantage of the single panzerschreck upgrade without being forced to choose a niche doctrine.


agreed mate :)
20 Nov 2015, 20:57 PM
#39
avatar of __deleted__

Posts: 4314 | Subs: 7


That is why the soviets have the zis. The 45 mm is for light vehicles only and quite spammable. It would break the game if it could pen above armored car level reliably. You can use it to counter 222, halftrack, puma, kubelwagen etc.



Problem is also that is is in bad doctrines and comes at 2 CP while you need it at 0-1 CP when you dont tech and want to use it agains vehilces (no tech mean smaller amound of XP)
20 Nov 2015, 20:58 PM
#40
avatar of Butcher

Posts: 1217

jump backJump back to quoted post20 Nov 2015, 19:08 PMhhhhh
For Elite Troops, I think adding stormtroopers to a more commonly used commander was a good move. Now everyone can take advantage of the single panzerschreck upgrade without being forced to choose a niche doctrine.
Crew training was the only reason to go for the Elite troops commander. Not going to cripple my economy with the Tiger ace which is little more than a vet 3 Tiger. Stormtroopers are just pseudo PGs and not worth going doctrinal unless you want to skip T2 (which you shouldn´t).
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