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December 10Th Hotfix

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10 Dec 2015, 23:51 PM
#81
avatar of __deleted__

Posts: 830

jump backJump back to quoted post10 Dec 2015, 23:27 PMbC_
side upgrades are not out of the questions (we are/have explored) and might be something to come in the future.

fuel upgrades were obviously warranted due to the increase in fuel and the data reflected it.

We will continue to monitor the data and trends and adjust things accordingly from there.



You guys do realize that with these changes the real issue in 1v1, being 6 minute luchs, still isn't resolved and a 150 fuel Panzer IV and 200 fuel Panther in a 1v1 is laughable? Make the tech more expensive, not the units.

On top of this, this data you refer to in the hotfix notes, did it also take into account the fuel drop spam from multiple revised commanders that now are able to use it? This fuel spam was the reason OKW was able to get 14-15 minute KTs in 4v4s etc. I don't think this hotfix was thought through very thoroughly, since it doesn't adjust all problems, it simply creates new ones ontop of the already excisting problems.
10 Dec 2015, 23:53 PM
#82
avatar of Firesparks

Posts: 1930

Ayy game is literally fixed again.

Funny that with this patch OKW really hasnt changed apart from the tech structure. The costs are basically 1:1 from pre patch, fuel income goes up, so does fuel cost. Literally a facade, the penalty was.



135/.66 = 204.5 >150

175/.66 = 265 >200

200/.66 = 300 > 225

260/.66 = 390 > 310

245 /.66 = 371 >280

70/.66 = 106 > 70




10 Dec 2015, 23:54 PM
#83
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

the fuel and munitions penalty should never have been in the game in that form since they were just a cost increase that was transparent to the player.
11 Dec 2015, 00:06 AM
#84
avatar of Omega_Warrior

Posts: 2561

The reason they didn't increase tech costs is because it would make losing your HQ a death sentence. They should be punished for losing an HQ but they still need to be able to come back from that.
11 Dec 2015, 00:08 AM
#85
avatar of BIS-Commando

Posts: 137

The reason they didn't increase tech costs is because it would make losing your HQ a death sentence. They should be punished for losing an HQ but they still need to be able to come back from that.


Yes. This is a good point !
11 Dec 2015, 00:12 AM
#86
avatar of bicho1

Posts: 168



Not really, roughly before you had 1.5 fuel prices hence:

OKW P4 202.5 (now 150)
Panther 262.5 (now 200)
KT 390 (now 310)

The only thing I don't feel is right that the OKW P4 costs more than Ez8 & T34/85 while being worse.

Pershing cost more then a panther while being worse
11 Dec 2015, 00:14 AM
#87
avatar of TaurusBully

Posts: 89

Pershing is an inf killing machine, unlike the panther.
11 Dec 2015, 00:16 AM
#88
avatar of Kubelecer

Posts: 403

Higher vehicle costs will make those vehicles feed more exp and gain less exp in combat.
11 Dec 2015, 00:18 AM
#89
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

well, one way to increase tech costs without making losing a building too punishing is to implement battle phases like OKH. that way you still have a higher cost to tech but losing the building doesn't require you to rebuild everything.
11 Dec 2015, 00:24 AM
#90
avatar of wandererraven

Posts: 353

volk acc same valve ok I try to cover
11 Dec 2015, 00:52 AM
#91
avatar of ThoseDeafMutes

Posts: 1026

The reason they didn't increase tech costs is because it would make losing your HQ a death sentence. They should be punished for losing an HQ but they still need to be able to come back from that.


Encouraging conservative placement of HQs would actually be a good thing, imo. It would limit the no-brainer status of forward retreats and help bring them a bit more in line with other factions in big team games.

Increasing HQ costs by 10-15 fuel accross the board (depending on which building we're talking about) would delay tech, and further adding one or two sidegrades in the central HQ building would allow you to have those things without as much risk.

My previous proposed sidegrades would be Grenade Package (Volks + Ober grenade unlocked) and Weapon Package (Shrek + Ober LMG upgrade unlocked), each maybe 125/10 or 125/15.

Then you can revert or partially revert most of these fuel nerfs to vehicles.
11 Dec 2015, 00:54 AM
#92
avatar of drChengele
Patrion 14

Posts: 640 | Subs: 1

After analyzing play data from the weekend we saw an increase in early tank usage for the Oberkommando West.
NO PUDDING SHERLOCK OMG REALLY? I WONDER, IS THERE ANYBODY WHO COULD HAVE PREDICTED IT IN ANY WAY?

I am thinking something like this happened mid-October:

Lead developer storms into the office and starts yelling at the balance designer:

"What is this fuel penalty I've been hearing about? Yesterday I had to wait until minute 24 to field a Kingtiger in a team game. The Allies almost had a second Jackson on the field by that time! UNACCEPTABLE!"

"Uuuuuh it's uuuuuh a bug, sir, that's what it is. Totally not an integral part of the core faction design."

"Good, I am positive a faction that has been finetuned for over a year can be fundamentally changed overnight without far reaching consequences for the game balance. Do it!"

"On it, sir!"

As the balance designer runs out of the office, the lead developer is left alone. Looking around warily, he reaches into his pocket and takes out a small cross-shaped locket. With reverent, trembling hands, he opens it up, revealing a faded image of Alexzandvar's forum avatar.

"Not long now, my precious. Not long now."
11 Dec 2015, 00:57 AM
#93
avatar of ClassyDavid

Posts: 424 | Subs: 2

This is good at least for making OKW in a better place until more serious changes can be brought out. Looking forward to see what else they bring out after the Holiday season.
11 Dec 2015, 01:00 AM
#94
avatar of vietnamabc

Posts: 1063

So still no fix for KoenigsKubel?
Did anybody read the part Goliath provide light cover? Like somebody use goliath as cover!
11 Dec 2015, 01:36 AM
#95
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Renamed the ZSU M17 MGMC to M16 Half-Track
Stormtroopers can now purchase the Jaeger Infantry Package
Stormtroopers can now acquire the Model 24 Stun Grenade ability

Awwww yiiisss, we did it boiz.
11 Dec 2015, 02:18 AM
#96
avatar of LemonJuice

Posts: 1144 | Subs: 7

So still no fix for KoenigsKubel?
Did anybody read the part Goliath provide light cover? Like somebody use goliath as cover!


you could use goliaths to cloak each other.
11 Dec 2015, 02:20 AM
#97
avatar of vietnamabc

Posts: 1063



you could use goliaths to cloak each other.

Lol 2 goliath at the same place seems excessive.
11 Dec 2015, 03:14 AM
#98
avatar of BeefSurge

Posts: 1891

Goliath conga line
11 Dec 2015, 03:29 AM
#99
avatar of atouba

Posts: 482

Why wehr poineers cost 6 pop now while previously is 5? 2 less than shocktroops at 8? If relic think 6 is fine pls give them faster repair speed! They always need to build 3 poineers to fast repair their heavy tanks and now the pop increases.

Edit:also paznerfusilier's AT nade damage increased from 40 to 100 but Call-in Tank hunter IS AT nade damage still is 40?? And 4 men Obers which comes out after tech upgrades cost 10 pop, while 6 men shocktroops which comes out after 2 CP cost 8 pop?

"All infantry entities will now have a population of 1 with the difference added onto their squad population extension."

Why:
Obersoldaten’s overall population cost increased from 8 to 10
Population per entity unchanged at 2
Population per squad increased from 0 to 2
11 Dec 2015, 03:43 AM
#100
avatar of Appleseed

Posts: 622

shock troops is way too low for 8 pop, bring it same as obers of 10 should be fine. 8 is too little just 1pop higher than gren, wtf.
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