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April 27th Balance Preview Mod Release Notes

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21 Apr 2016, 19:01 PM
#141
avatar of Adviser

Posts: 53

requesting "feels good man" meme with penal-guy face. :D
21 Apr 2016, 19:02 PM
#142
avatar of What Doth Life?!
Patrion 27

Posts: 1664

The #1 change that I don't see here that will improve the gameplay of COH2 in a HUGE way that's in the competitive mod is changing CPs and VP's so they don't block vehicle pathing. This needs to happen.
21 Apr 2016, 19:02 PM
#143
avatar of EtherealDragon

Posts: 1890 | Subs: 1

jump backJump back to quoted post21 Apr 2016, 18:59 PMRMMLz


It's a bit buggy and the response time is awful, but the stats are OK.

This patch preview looks solid, specially Soviets and OK changes.

And to all people who comment in this threat, please at least play the actual mod.


They really need to fix ability to use Prioritize Vehicles while garrisoned too... really stupid that the only way to make up for Raken's squishiness totally negates its AT role because it shoots at everything. This is even more important if its to be OKW's sole non-Tank AT.
21 Apr 2016, 19:04 PM
#144
avatar of Doggo

Posts: 148



An AT gun that still does AT damage when flanked does not sound like a good idea. They should have just kept it on Volks. I never understood why it was such a big deal on volks anyway.


They snipe tanks and infantry models like pros.
21 Apr 2016, 19:04 PM
#145
avatar of -HOI-PauL.a.D
Donator 11

Posts: 1341 | Subs: 6

all partzen callin need to add 1 CP
21 Apr 2016, 19:08 PM
#146
avatar of __deleted__

Posts: 1225



And how an option to upgrade them with dual schrecks, which depends on a player if he wants to do it or not, affect you? Does game force you to buy 120ammo upgrade? No it's just an option, similar to PzGrens.

It does not "affect me" but its still an ill-thought out addition that offers about zilch benefit - can you really not see that? For starters, with the proposed changes, getting a flak truck at all will be quite difficult since you will heavily rely on a puma as an AT-stopgap, ie. extended t2 play. And since your infantry will not cut it otherwise, you will also need a luchs as a damage dealer, and a battlegroup eventually complemented with call-in infantry (which is a very popular approach even now, sans the Puma), meaning in the average length 1v1 a flak truck will be at best an insanely risky proposition.
And if you get one up, the last thing you will want is a lacklustre fragile AT squad that takes up, what, 10 (?) pop, and can perform no role adequately in the super lategame.
So ok, it would offer an additional option, but one that would offer no benefit to the player and does not address the root of the problem.
21 Apr 2016, 19:08 PM
#147
avatar of Aladdin

Posts: 959

That looks like a dream patch to me! <444>3

The only part I don't agree with is OKW having stock mg and dispatch mg42, so why should I play Ost now?!!!

Also, not sure what units it exactly mean that are spawn from the production buildings instead of rally point, but if ISG is one of them that will be a bit broken imo, specially in team games
21 Apr 2016, 19:10 PM
#148
avatar of Diva1013

Posts: 64



An AT gun that still does AT damage when flanked does not sound like a good idea. They should have just kept it on Volks. I never understood why it was such a big deal on volks anyway.


well why not? racketten werfer hardly behaves like a at gun, its more like a infantry squad rolling a shitty at gun around. :D

it would probably be very lucky to even get a shrek shot off before its killed, or has to retreat,
21 Apr 2016, 19:11 PM
#149
avatar of __deleted__

Posts: 1225



well why not? racketten werfer hardly behaves like a at gun, its more like a infantry squad rolling a shitty at gun around. :D

it would probably be very lucky to even get a shrek shot off before its killed, or has to retreat,

Maybe but besides the point. Being able to flank at guns (or wannabe at guns like the raketen) is actually a good mechanic that should be preserved.
21 Apr 2016, 19:16 PM
#150
avatar of robertmikael
Donator 11

Posts: 311

I feel that I don't like this.

Which OKW-unit will get the Panzerschreck?
How can OKW counter the early vehicles?
21 Apr 2016, 19:20 PM
#151
avatar of Australian Magic

Posts: 4630 | Subs: 2

I feel that I don't like this.

Which OKW-unit will get the Panzerschreck?
How can OKW counter the early vehicles?


Seems like a T0 AT gun with cloak, pzfaust + Luchs and Puma are more than enough.
21 Apr 2016, 19:22 PM
#152
avatar of Sotjador

Posts: 37

This patch looks really good. I would add a small fuel increase for the Cromwell, a slight increase of cost for the partisans and a tank hunter team for OKW with panzerschrecks (or a switchable panzerschreck for the sturmpios with the mine detection package for 100 munis). But, aside from this, the patch looks great.

Thanks Relic and, of course, miragefla!
21 Apr 2016, 19:23 PM
#153
avatar of ThePhalanx
Donator 33

Posts: 33

I'm worried about the new spawn locations, I don't how that's going to play out. But then again, that's the point of the balance mod, for us to check it out. Everything else looks pretty cool.

@Dullahan, you should give the patch a try before calling it quits.
21 Apr 2016, 19:26 PM
#154
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

Give Sturms an akimbo package that unlocks 8 shrecks.

Can be toggled on and off.
21 Apr 2016, 19:28 PM
#155
avatar of bingo12345

Posts: 304

no sexton, m10, m8, m3a1 scoutcar changes? this hurts.
21 Apr 2016, 19:29 PM
#156
avatar of Banillo

Posts: 134

what will the dps be for the volks stg?

keep in mind the lmgs cost 60 muni as well and the similar upgrades like the ppshs cost less
21 Apr 2016, 19:33 PM
#157
avatar of SturmTigerTrafalgar

Posts: 160

Seriously so many people are flaming about this Balance mod, before they even could play it.

Just wait till 27th Aprill and try it out. After a few game you can still discuss about the changes worth or not.

Maybe Miragefla will agree and change some things.
21 Apr 2016, 19:44 PM
#158
avatar of spajn
Donator 11

Posts: 927

anyone who is not even top200 1v1 should not bother posting tbh
21 Apr 2016, 19:45 PM
#159
avatar of Aladdin

Posts: 959

One thing to add:

I think it is bullshit that brummbar triggers the counter barrage ability of the advanced emplacement regiment!


please fix!
21 Apr 2016, 19:47 PM
#160
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

Some good changes, and some extremely questionable ones too...
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