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russian armor

Week 3 Update to the Balance Mod

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30 May 2016, 10:58 AM
#141
avatar of Stug life

Posts: 4474

jump backJump back to quoted post29 May 2016, 12:30 PMJohnnyB


Jager light infantry doesn't pop out from buildings with infiltration grenades ready to be thrown. So i see no point for falls to exit from buildings with their bundle grennades ready. It's not quite right.... Same should be appicable to all units that exist from buildings and can throw grenades, no matter if we speak about falls, partisans or whatever.
JLI don't have nade but have boby trap and sprint the nade are doctrinal ability they need to wait for them
30 May 2016, 11:24 AM
#142
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post29 May 2016, 12:30 PMJohnnyB


Jager light infantry doesn't pop out from buildings with infiltration grenades ready to be thrown. So i see no point for falls to exit from buildings with their bundle grennades ready. It's not quite right.... Same should be appicable to all units that exist from buildings and can throw grenades, no matter if we speak about falls, partisans or whatever.


That's the best solution to infiltration cheese imo.

However, I would go one step further:
- Infiltration units spawn with pistols and no access to their abilities (nades, snares, etc)
- The units need to purchase a (free) upgrade before they can access their guns
- Falls/JLI gain a crappy form of stealth at Vet0, so that they have an equal chance of infiltrate + research their upgrades.

That way you get both infiltration play (requires pre-planning now), and infiltration counterplay (patrolling, if your faction has no access to garrison destruction abilities).
30 May 2016, 15:14 PM
#143
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



That's the best solution to infiltration cheese imo.

However, I would go one step further:
- Infiltration units spawn with pistols and no access to their abilities (nades, snares, etc)
- The units need to purchase a (free) upgrade before they can access their guns
- Falls/JLI gain a crappy form of stealth at Vet0, so that they have an equal chance of infiltrate + research their upgrades.

That way you get both infiltration play (requires pre-planning now), and infiltration counterplay (patrolling, if your faction has no access to garrison destruction abilities).

I LIKE IT.

Some of them might need cost changes as well in compensation of not being based around lolcheese anymore, but an excellent concept.
30 May 2016, 16:23 PM
#144
avatar of Mittens
Donator 11

Posts: 1276

#makecrushgr8again
2 Jun 2016, 06:33 AM
#145
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

We are nearly set to release the War Spoils Update live. Unless there are any unexpected delays, release notes for this update are scheduled to go up by the end of this week.

The next balance update that will incorporate many of the changes outlined in the May Balance Preview Mod is scheduled to be released closer to the end of the month.


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2 Jun 2016, 07:15 AM
#146
avatar of Necrophagist

Posts: 125

Quality of Life

Developer Comments: We are adding a hold fire toggle button so the Sherman Bulldozer doesn’t fire at units that is unintended.

• Added Hold Fire


And this is not added to all tanks because ??
2 Jun 2016, 07:18 AM
#147
avatar of Katitof

Posts: 17914 | Subs: 8



And this is not added to all tanks because ??

Because other tanks either can damage what they shoot at(dozer can't even hit armor),
other tanks shot much faster(like command p4),
other tanks already have hold fire vs infantry(AT oriented and generalists).
2 Jun 2016, 07:24 AM
#148
avatar of Necrophagist

Posts: 125


Because other tanks either can damage what they shoot at(dozer can't even hit armor),
other tanks shot much faster(like command p4),
other tanks already have hold fire vs infantry(AT oriented and generalists).


Meh...prioritize vehicles disables MGs.
And I still can't hold fire against tanks if I want to.
Many battles come down to the last shot, and I would really like to have control
over when that shot will be fired, like after I stopped to aim,
or when not to be fired, like when I want to disappear in the fog of war.
But one would bet you already knew that.
2 Jun 2016, 07:42 AM
#149
avatar of Australian Magic

Posts: 4630 | Subs: 2



Meh...prioritize vehicles disables MGs.
And I still can't hold fire against tanks if I want to.
Many battles come down to the last shot, and I would really like to have control
over when that shot will be fired, like after I stopped to aim,
or when not to be fired, like when I want to disappear in the fog of war.
But one would bet you already knew that.


Yes and no.

You must try it but if you hild fire and the upgrade MG or upgrade MG and then hold fire, the MG will work with one option and won't work with second. Dont rememeber which way is correct one. Try it yourself.
2 Jun 2016, 23:16 PM
#150
avatar of ABlockOfSalt

Posts: 70

I think all units should have nades/etc start their cooldown on spawn but that's just me.

Would eliminate alot of the issues that come up with panic-falls / party-sans
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