Relic: Week 1 Update to the Balance Mod
Posts: 2238 | Subs: 15
Most remarkable changes:
*Panzershreck upgrade package added to STpios
*Reversal changes on Penals assault package
*T34 nerf on coaxial gun
*Buff to Raketen firing arc
Posts: 1273
Volks with snare AND antiinfantry update and Volks with AT is going to blob everything away again :/
Posts: 985 | Subs: 2
Posts: 1890 | Subs: 1
1. 300 MP and higher Reinforce cost means you can't really spam/blob them (I've never built more 2 at a time in 1vs1 anyway)
2. The Shrek hurts their AI DPS a LOT more, especially in conjunction with the Shrek sniping nerf.
That and a faction not having any handheld AT just feels handicapped. A Feurstorm flamer/shrek blob might be kinda lulzy though
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Posts: 1304 | Subs: 13
I don't see the overlap with Shocks given Shocks have armour, two kinds of grenades, and more SMGs while also being doctrinal.
This also means we could a return to a sort of Rifle flamer where the flamethrower smokes you out of cover then the regular firearms will pick you off at range. At east with PPshs you needed to close the distance or have another unit to support.
Posts: 1890 | Subs: 1
Posts: 2636 | Subs: 17
It is true that a faction without stock handheld AT is kind of handicapped (hi Soviets). However, the sum total of changes will make OKW a faction with pretty much everything. (+snares, +suppression). Along with all the non-doc stuff that is unique to OKW (stock super-heavy tank, IR halftrack, Vet-5) + the doctrinal wunderwaffen units.
Also, I'm not too happy about the Penal battalion changes. The change appears to be a nerf, but it's actually an insane buff. The whole purpose of bunding flamers with ppsh's is to prevent the Rifle Company effect (flamer flushes enemy out, SVTs annihilate at med range).
Everything else seems reasonable, though.
Posts: 1194 | Subs: 1
Posts: 17914 | Subs: 8
I really hope that the Sturmpioneer upgrade is a double-Panzerschreck upgrade.
It is true that a faction without stock handheld AT is kind of handicapped (hi Soviets). However, the sum total of changes will make OKW a faction with pretty much everything. (+snares, +suppression). Along with all the non-doc stuff that is unique to OKW (stock super-heavy tank, IR halftrack, Vet-5) + the doctrinal wunderwaffen units.
Also, I'm not too happy about the Penal battalion changes. The change appears to be a nerf, but it's actually an insane buff. The whole purpose of bunding flamers with ppsh's is to prevent the Rifle Company effect (flamer flushes enemy out, SVTs annihilate at med range).
Everything else seems reasonable, though.
Its not like OKW doesn't have suppression now to counter it and penals don't have smoke or AT nades.
Posts: 1096
guess I'll just crutch on Cromwells even more now....
or build a churchill hahahahahahahahahahahah ha ha haaaaaaaaa no.
Posts: 1585 | Subs: 1
I agree with Mr. Smith about the shrek upgrade giving OKW all the tools in the tool box. They now have the best of all factions with the downsides of none. What is it OKW is supposed to do worse, where is the weakness? I think increasing the AA HT's AT potency would have been more than enough. This way they could avoid needing early mech, while also synergizing with the new snare abilities. True shrek blobs are gone, but now a volks can run forward snare, and allow a SP to fire away. Oh and now that SP will gain vet at ridiculous rates anticipate extremely high repair/building rates. Oh and one more bit, since they can tuck their minesweeper away they avoid shrek dropping or they can sweep for themselves when they rush forward. The unit is unclear in its function in the current mod.
Posts: 2636 | Subs: 17
Its not like OKW doesn't have suppression now to counter it and penals don't have smoke or AT nades.
Sure, the OKW has the AA halftrack. I might have been incredibly unlucky with it, but it seems that its shots hit just about any obstacle between itself and the target. I personally find it very unreliable.
Don't get me wrong about Penals. However, I think that the general consensus so far was that Penals were a bit too strong WITHOUT the upgrade (i.e., the upgrade acted as a downgrade). When you have high DPS and garrison clearing, however, this is where the fun begins!
Love the Comet nerf.......
guess I'll just crutch on Cromwells even more now....
or build a churchill hahahahahahahahahahahah ha ha haaaaaaaaa no.
To be fair, the rear armour nerf on Allied tanks won't change a damn thing.
The only things that had trouble penetrating the rear armour of IS-2/Comet were P4 and the Pumas. The things that matter (Paks, Schrecks etc) already had close-to or higher than 180 penetration already.
I agree with Mr. Smith about the shrek upgrade giving OKW all the tools in the tool box. They now have the best of all factions with the downsides of none. What is it OKW is supposed to do worse, where is the weakness? I think increasing the AA HT's AT potency would have been more than enough. This way they could avoid needing early mech, while also synergizing with the new snare abilities. True shrek blobs are gone, but now a volks can run forward snare, and allow a SP to fire away. Oh and now that SP will gain vet at ridiculous rates anticipate extremely high repair/building rates. Oh and one more bit, since they can tuck their minesweeper away they avoid shrek dropping or they can sweep for themselves when they rush forward. The unit is unclear in its function in the current mod.
Arr. The repair rate. Also, inb4 chain-stun-nade blobs
Posts: 673
WHERE IS MY FUCKING BUFF TO MAXIM FIRING ARC?!!?!?!??!?!?!
And yea - no buff for penals? Buff to cons then. Free PTRS for Cons/Pens!!!
Posts: 1273
Posts: 1217
• added a target table 5x damage multiplier against British Emplacements
THE CHEMO HAS ARRIVED.
Posts: 1890 | Subs: 1
Buff to raketen firing arc?
WHERE IS MY FUCKING BUFF TO MAXIM FIRING ARC?!!?!?!??!?!?!
And yea - no buff for penals? Buff to cons then. Free PTRS for Cons/Pens!!!
Here is your buff to Maxim Firing Arc.
https://www.youtube.com/watch?v=L0MK7qz13bU
Posts: 526
Goliath:
• added a target table 5x damage multiplier against British Emplacements
THE CHEMO HAS ARRIVED.
More like pseudo-science snake oil. Tell us how a goliath would get close to a bofors emplacement?
Posts: 1217
Mortar pits are toast. If the opponent goes for the pit first you can actually kill it now.
More like pseudo-science snake oil. Tell us how a goliath would get close to a bofors emplacement?
As for the Bofors: Distract the Bofors with a squad. Usually there are a lot of craters around you can hide in. I recall being very frustrated that my Goliaths didn´t kill emplacements when blowing up in their face before. So I must have gotten them there somehow.
I appreciate that they took a step in the right direction with this. At least now you know that the emplacements left without Bofors support go down quicker.
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