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russian armor

Comments on the July 10 Patch Notes!

10 Jul 2013, 10:49 AM
#21
avatar of Blovski

Posts: 480

Interesting patch - in particular, units risking dying in scout cars is a really nice choice (especially against the Marcus Car, which is probably the hardest to counter variety, to no small extent making a flame car a serious risk and probably helps with the sniper car if there's a 25% chance the whole squad dies on vehicle loss). Main thing the far accuracy is going to affect is fighting German scout cars or kiting, which is nice.

Moreover, 4-man German mortars and PAKs is a really good choice, I think. Be interested to see how the MG changes play. Waiting to see if the maxim setup-time reduction is enough... I still think it's going to need a biggish increase to reinforce cost for a maxim start to produce acceptable games.
10 Jul 2013, 11:02 AM
#22
avatar of herr anfsim

Posts: 247

I havent tried it yet, but I wish that the russian weapon crews were smaller rather than increasing the number of crew on the german weapons. Right now, the game dosent punish me enough for leaving heavy weapons outflanked or overrun, at least not anywhere near how it did in COH1. Im afraid this will make flanking even less effective, and I think this kind of ruins much of the tactical depth.
10 Jul 2013, 11:12 AM
#23
avatar of rofltehcat

Posts: 604

Does someone know how this affects the German scout car's DPS?
10 Jul 2013, 12:56 PM
#24
avatar of Stonethecrow01

Posts: 379

I don't believe German SC is affected at all by the patch rofltehcat.

The halftrack has some balance changes it seems.
10 Jul 2013, 13:35 PM
#25
avatar of Nullist

Posts: 2425

Permanently Banned
222 is in the patch. I presume that to mean the upgunned 221.
10 Jul 2013, 13:36 PM
#26
avatar of Lichtbringer

Posts: 476

The Patchnotes talk about the Halftrack 222, which is probably a error.

Its halftrack 251 and Scoutcar 222.

But because it says the Rate of fire from 12 to 18 its the Scoutcar. (The scoutcar had 12 rate of fire. The halftrack had 14.)

The Rateoffire change and the damage should cancel each other out.
12*7,2=86,4 18*5=90

The near accuracy increases the damage by 60% at nearest range. (*)
I think the far performance is not really better.

(*)BUT: Something very interesting is that I think they messed the patchnotes up again. 0,125 was the old FAR range, not the near range (its 0,5).

Therefore I am pretty sure they increased the MAX RANGE performence by 60%.
10 Jul 2013, 13:51 PM
#27
avatar of Umbert

Posts: 119

The Patchnotes talk about the Halftrack 222, which is probably a error.

Its halftrack 251 and Scoutcar 222.


Yes, there are already two typos in the changelog:
The German SdKfz 222 is the Scoutcar, not the Half-Track and the 0.125 value is its far accuracy and not its near accuracy.

That gives the Soviet Scoutcar (M3A1)
Damage: 10
Accuracy: 0.6 – 0.2
Rate of Fire: 8
Cooldown Duration Mod: 0.6 – 1

German Scoutcar (SdKfz 221)
Damage: 5
Accuracy: 0.5 – 0.2
Rate of Fire: 18
Cooldown Duration Mod: 1 – 1

(The Scoutcar with MG is actually the SdKfz 221 the upgunned is the SdKfz 222)
10 Jul 2013, 14:07 PM
#28
avatar of Nullist

Posts: 2425

Permanently Banned
Ty for clarification, Umbert.
10 Jul 2013, 14:08 PM
#29
avatar of NorfolkNClue

Posts: 391

So, if we assume that the patchnotes are talking about the upgunned SC, then it means its natural enemy (the M3) will die faster (and with that a 25% chance to kill both snipers, a 6.25% chance to kill all engies and 1.56% chance to kill an entire guard squad).

Could be good.

10 Jul 2013, 14:20 PM
#30
avatar of Umbert

Posts: 119

So, if we assume that the patchnotes are talking about the upgunned SC, then it means its natural enemy (the M3) will die faster (and with that a 25% chance to kill both snipers, a 6.25% chance to kill all engies and 1.56% chance to kill an entire guard squad).

Could be good.



No no, the changelog refers to the SdKfz 221! The SdKfz 222 with the KwK 30 L/38 2cm autocannon does 25 damage and has totally different values.
10 Jul 2013, 14:21 PM
#31
avatar of sluzbenik

Posts: 879

So, if we assume that the patchnotes are talking about the upgunned SC, then it means its natural enemy (the M3) will die faster (and with that a 25% chance to kill both snipers, a 6.25% chance to kill all engies and 1.56% chance to kill an entire guard squad).

Could be good.



Oh, ok, I misunderstood the language. So the 50% chance is for an individual squad member (or model as people call them, why are they called this btw?) to die, not the entire squad? If so I retract that criticism of the change...


10 Jul 2013, 14:30 PM
#32
avatar of NorfolkNClue

Posts: 391

jump backJump back to quoted post10 Jul 2013, 14:20 PMUmbert


No no, the changelog refers to the SdKfz 221! The SdKfz 222 with the KwK 30 L/38 2cm autocannon does 25 damage and has totally different values.


Aha. So would that be the vanilla SC? You'll have to excuse me, their proper names refuse to stick in my head.

jump backJump back to quoted post10 Jul 2013, 14:20 PMPara
Oh, ok, I misunderstood the language. So the 50% chance is for an individual squad member (or model as people call them, why are they called this btw?) to die, not the entire squad? If so I retract that criticism of the change...


Yeh, it's per 'entity', as I believe they are called.
10 Jul 2013, 14:44 PM
#33
avatar of Nullist

Posts: 2425

Permanently Banned
Can anyone confirm whether Stuf finally got the AoE buff it was supposed to from a previous patch, that was accidentally left out?
1 of 2 Relic postsRelic 10 Jul 2013, 17:13 PM
#34
avatar of pqumsieh
Developer Relic Badge

Posts: 267 | Subs: 8

Sorry guys, made a few mistakes in the patch notes:

German 222 Scout Car
• Damage from 7.2 to 5
• Accuracy far from 0.125 to 0.2
• Rate of fire from 12 to 18
• Far cooldown duration modifier from 1.2 to 1

Is how it should read.

This is a 50% increase in long range DPS, which was at 6 and is now at 9.

Short range DPS on both the M3 and 222 remain relatively unchanged.

Entities are the individual models within a squad. A conscript squad consists of 6 entities for example.

edit: still had half-track in the notes. Also forgot to delete 'near' from notes.
10 Jul 2013, 17:16 PM
#35
avatar of Qvazar

Posts: 881

You must mean the 221 Scout Car, which is not the 222 and not a halftrack. ;)
10 Jul 2013, 18:04 PM
#36
avatar of rofltehcat

Posts: 604

So when will that patch hit?
10 Jul 2013, 18:11 PM
#37
avatar of franko

Posts: 41

Wow so many russian nerfs and in same time german buffs ? i was losing badly to some germans using infantry spam. I think i will wait for next balance patch with russian buffs and german nerfs.
Where is strafing run nerf and opel truck ? where is t34 buff ?
Crying players on forum vs Russians 1:0.
Civ V addon here i come.
10 Jul 2013, 18:17 PM
#38
avatar of Basilone

Posts: 1944 | Subs: 2

The only Soviet things they nerfed were incredibly absurd, except for the mortar which hardly anyone was using anways.
10 Jul 2013, 18:17 PM
#39
avatar of ThumbsUp

Posts: 182

jump backJump back to quoted post10 Jul 2013, 18:11 PMfranko
Wow so many russian nerfs and in same time german buffs ? i was losing badly to some germans using infantry spam. I think i will wait for next balance patch with russian buffs and german nerfs.
Where is strafing run nerf and opel truck ? where is t34 buff ?
Crying players on forum vs Russians 1:0.
Civ V addon here i come.


The problem with forums sometimes is that even my Grandmother could sign up and she could post her poorly thought out opinion on video games, just like you.

Give the patch a chance and play around with it. Give the devs some time to address the balance, it is not as simple as 1 2 3... ffs.
10 Jul 2013, 18:19 PM
#40
avatar of Z3r07
Donator 11

Posts: 1006

jump backJump back to quoted post10 Jul 2013, 18:11 PMfranko
Wow so many russian nerfs and in same time german buffs ? i was losing badly to some germans using infantry spam. I think i will wait for next balance patch with russian buffs and german nerfs.
Where is strafing run nerf and opel truck ? where is t34 buff ?
Crying players on forum vs Russians 1:0.
Civ V addon here i come.


I was able to beat germans, I'm 12w-3l in my last 15 games as soviets.
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