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June 21st Balance update

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16 Jun 2016, 18:17 PM
#22
avatar of spajn
Donator 11

Posts: 927

16 Jun 2016, 18:19 PM
#23
avatar of PencilBatRation

Posts: 794

ded gaem officially confirmed:hansREKT:
16 Jun 2016, 18:20 PM
#24
avatar of spajn
Donator 11

Posts: 927

i want nigo to post this stuff :(
16 Jun 2016, 18:23 PM
#25
avatar of Butcher

Posts: 1217

Increased Brit starting manpower and no relevant nerfs to emplacement cancer. Kek.

Also where is the ISU rear armor nerf?

Those pseudo buffs aren´t going to fix Ostheer. The Panzer IV is still worse than Cromwells, Panthers and Tigers will perform worse versus the new and versus them better performing TDs in all three factions. This just fucks up German late game more.
16 Jun 2016, 18:25 PM
#26
avatar of Firesparks

Posts: 1930

meh,

british emplacement was barely touched.
Tommies artilery flare remain at 20 meter.
cromwell still got a 22 size nerf.
crush remain

at least okw got that redesign.
16 Jun 2016, 18:28 PM
#27
avatar of MATRAKA14

Posts: 118

Ok relic, now fix the useless commanders, including units like the m42 at gun, kv1, b4, fuel drops etc
16 Jun 2016, 18:28 PM
#28
avatar of Mr.Smith

Posts: 2636 | Subs: 17

meh,

british emplacement was barely touched.
Tommies artilery flare remain at 20 meter.
cromwell still got a 22 size nerf.
crush remain

at least okw got that redesign.


Ergo, British emplacements might actually become stronger post-patch.

Meh x2.

(Tommy Flares actually did make it to the patch)
16 Jun 2016, 18:31 PM
#29
avatar of Firesparks

Posts: 1930


(Tommy Flares actually did make it to the patch)

thanks, I missed that line.
16 Jun 2016, 18:32 PM
#30
avatar of |GB| The Hooligan486
Senior Referee Badge

Posts: 3602 | Subs: 1

THIS PATCH = < 33333333333333333333333333333333333333333333333
16 Jun 2016, 18:32 PM
#31
avatar of PencilBatRation

Posts: 794

Healing cost for OKW:

100+15
200+25
100+15



"but you is pays for teching" oh yeah you get the shitty leIG and the troll half tracks from the building as well.


Can't wait for the total number of palyers online in game to drop to 1000, :lol:
16 Jun 2016, 18:33 PM
#32
avatar of NEVEC

Posts: 708 | Subs: 1

OKW howitzer, lol. Churchill need buff, not price drop. OKW healing now is side tech? Wut?
16 Jun 2016, 18:39 PM
#34
avatar of chipwreckt

Posts: 732

Nice, sick patch for Ostheer. Now we will see Panhters and brumbars every game and flamer HT rush with Ostruppen behind sandbags that the pios build at the enemy cutoff :D
16 Jun 2016, 18:44 PM
#35
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Last man dead

Developer Comments: Team weapon gunners will have the lowest priority to get targeted. Players can still attack the gunner first if they manually target that entity but automatically they will always target the gunner last. We are hoping this will help with the death loops where weapon teams constantly try to man their team weapons as they retreat.

Possibly stupid question... can you tell your squads to target specific models? Or do they mean gunner can still die first if you right click squad vs. autoattacking.

I wish this was tested in the preview - I'm glad death loop was finally looked at but it'll be interesting to see how this'll translate to all HMG teams coupled with new grenade distance nerf while suppressed. This means that HMG will be much better blob controllers since gunners won't get sniped randomly anymore. Will definitely force you to hard counter HMGs as opposed to just blobbing into them.

PS I really like how Relic picked the middle ground with Mines.
PPS OKW Howitzer = YES another Sim City Counter
16 Jun 2016, 18:49 PM
#36
avatar of Meist

Posts: 7

Why in the world is anyone opposed to units coming from production structures as opposed to off-map?
16 Jun 2016, 18:50 PM
#37
avatar of Napalm

Posts: 1595 | Subs: 2

Cool changes. May play again.
16 Jun 2016, 18:50 PM
#38
avatar of Aerohank

Posts: 2693 | Subs: 1

Very nice changes.

My only question would be if Regal and M20 mines still cause 100% immobilization? Because they really should.
16 Jun 2016, 18:51 PM
#39
avatar of Omega_Warrior

Posts: 2561

Now that fortification has the howi. OKW sim city is probably better then UKF sim city.

mortar pit + bofors + 17pd < lefh + Flak HQ + pak 43
16 Jun 2016, 18:53 PM
#40
avatar of Aerohank

Posts: 2693 | Subs: 1



It's brace timing that's the biggest issue. There IS ONLY ONE ABILITY IN THE GAME THAT, WITH A PUSH OF A BUTTON, PREVENTS ALL DAMAGE AND INCOMING ARTY THAT REQUIRES 0 ZERO NONE NADA MICRO


Not really. OKW Jagdpanzer has a vet 1 ability that lets it warp into the shadowplane and retreat from danger. Or just stay in the danger, because OKW magic phase shields don't care about petty allied weaponry.

Don't believe me?



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