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Winter Balance Preview Changelog

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25 Nov 2016, 20:42 PM
#21
avatar of TüMe

Posts: 558 | Subs: 2

We feel that the Sniper’s cloak ability is overperforming, making them extremely difficult to counter with infantry.
<-- what is this, seriously, ppl who cant counter snipe in this game whines something about this ? and dont give me that BS usf cant do anything for ostheer sniper, they got best light vehicles of game, they can get pathfinders , upgraded rifles melts snipers, there is also mortar. Seems LIKE THIS DECISION IS AGAIN, MADE BY SOME FKING NOOB WHO CANT COUNTER SNIPER ??? JUST WOW. USF is only allied faction which has to counter sniper with infantry, REST OF ALLIED FACTIONS HAS SNIPER, AND ITS UR OWN CALL IF U CANT COUNTER SNIPER WITH SNIPER. Everybody knows this is about ostheer sniper. soviet sniper gets one missplay and you are instantly melted by infantry, UKF sniper shot time is rediculous long, you cant even use it vs blobbing. Snipers cannot cloak until out of combat for 3 seconds Im not sure, miragefla and buddies, but 3 sec is fking long time for sniper to not cloak, this timer must be joke ? GL with running away with ost sniper from USF blobs. And yes please, correct me if i understood something wrong about this rediculous sniper camourflage changes :)

Penal flame removing was ++++++ but also nerfing them -----

Manpower cost reduced from 340 to 240 (on m20) <-- wow, suffer ostheer sniper oh, and 30 fuel on sc, NICE.

Only positive camourflage change here, is this, that for example JLI cant camourflage on retreat/during firefight. ONLY <444>_<444>

My question is, where is that slight grenadier upgrade ? maybe we wouldnt even need to use sniper in this game anymore soon ! :clap:
25 Nov 2016, 20:46 PM
#22
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

It's really exciting to finally have this launched, we've been working on it for about a month now.

Just please bare in mind that since this patch was under official direction of Relic we were very limited and only able go make changes along the specific scopes of Light Tanks/Vehicles, Squad Formations & Clumping, USF Mortar, Penals & Guards, and Wehrmacht Infantry Scaling. So please leave feedback to specifically those changes and not about all the other priority issues that need changing too.

Yes there's so many more issues that need fixing, and this patch will have some consequences of its own, but it's certainly a huge step forward. If this patch goes well as all is smooth, we might be able to do more of these down the line.
25 Nov 2016, 20:47 PM
#23
avatar of FalseAlarm

Posts: 182

Permanently Banned



Those axis nerfs were needed. Specially the 222's damage nerf against infantry which was pretty OP, disabling OKW's only mean to counter snipers and basically everything else.

On the other hand, PIATs blobs are going to put volk shrecks and Zook blobs into shame. And BTW, that balance feedback form was nothing but another cheesy trolling attempt. No credits to the community, as they didn't read the submissions lol.


That's it for me, and probably every other axis player.
25 Nov 2016, 20:51 PM
#24
avatar of Dangerous-Cloth

Posts: 2066



It actually is disabled. You didn't read the bugfix section:




Can arty cover still strike in base then? Since they didn't mention Brits. If you put it a little outside of the base sector, it will strike everything in the base sector :foreveralone:
25 Nov 2016, 20:52 PM
#25
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
It's really exciting to finally have this launched, we've been working on it for about a month now.

Just please bare in mind that since this patch was under official direction of Relic we were very limited and only able go make changes along the specific scopes of Light Tanks/Vehicles, Squad Formations & Clumping, USF Mortar, Penals & Guards, and Wehrmacht Infantry Scaling. So please leave feedback to specifically those changes and not about all the other priority issues that need changing too.

Yes there's so many more issues that need fixing, and this patch will have some consequences of its own, but it's certainly a huge step forward. If this patch goes well as all is smooth, we might be able to do more of these down the line.


So can you answer about questions about this things ? Why units get double nerfs and another ?
25 Nov 2016, 20:52 PM
#26
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

Can you please add a UI indication for the bonus from 1 vet for Penals?
You have made something like this for Commando (Commandos given a UI indication while the bonuses of Ambush are active.), but forget about Penal.
There is no way to check, what "To the Last man" ability doing in the game.
25 Nov 2016, 20:52 PM
#27
avatar of le_saucisson_masque

Posts: 485 | Subs: 1

big thank you to the guys who worked on that.

@FalseAlarm, weren't you saying that relic was decreasing coh 2 player number on purpose to reduce server cost ? :foreveralone:
25 Nov 2016, 20:54 PM
#28
avatar of steffenbk1

Posts: 139

The one thing i would really have liked to see in this updated. Was the manual reload.

EDIT: I said the same on the reply forum of the balance preview. It got deleted :luvDerp:
25 Nov 2016, 20:54 PM
#29
avatar of Mr.Smith

Posts: 2636 | Subs: 17

So, can you please add a UI indication for the bonus from 1 vet for Penals?
You makw something like this for Commando, but forget about Penal.
There is no way to check, what "To the Last man" ability doing in the game.


Commando duration has a limited duration, and the passive sprint can sometimes work against you (since Commandos can't fire while sprinting).

To the last man is active all the time, passively. The only visual indication that you need for it is the number of models alive, and you already have it.
25 Nov 2016, 20:55 PM
#30
avatar of Dangerous-Cloth

Posts: 2066

Looks good! Think the penal nerfs are a bit too harsh here I fear, but we will see.

So no more arty cover and Stuka being able to hit in the base sector?

So if I get this right, still double bren for tommies? Still cheaper cromwell that outperforms more expensive and later arriving Ost Panzer IV?




25 Nov 2016, 20:58 PM
#31
avatar of FalseAlarm

Posts: 182

Permanently Banned
@FalseAlarm, weren't you saying that relic was decreasing coh 2 player number on purpose to reduce server cost ? :foreveralone:
So this preview patch just confirms that conspiracy, doesn't it? Don't bait though, you know we were both warned by an admin.:guyokay::guyokay:

Just please bare in mind that since this patch was under official direction of Relic we were very limited and only able go make changes along the specific scopes of Light Tanks/Vehicles, Squad Formations & Clumping, USF Mortar, Penals & Guards, and Wehrmacht Infantry Scaling. So please leave feedback to specifically those changes and not about all the other priority issues that need changing too.


I kinda disagree, seeing as how they just copy pasted the stats changes, without the slightest thinking of their own.

But, if this patch proves to be a failure like the past one, modders are blameless. They are just modders, they come up with ideas in a practical, playable form.


Designers and company staff choose, adjust and implement them.
25 Nov 2016, 20:58 PM
#32
avatar of Smaug

Posts: 366

can a squad use its own medkils now or another sqad has to do it like before. It would be infinetly better if the squad could use it on themselves.
25 Nov 2016, 20:59 PM
#33
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

Thank you so much for the Squad Spacing changes, M20 cost reduction and Paratrooper bug fixes!
Can't wait until that's on the game.
25 Nov 2016, 20:59 PM
#34
avatar of Mr.Smith

Posts: 2636 | Subs: 17

Wait, no more double 1919 from racks, but still double bren?


Infantry sections don't have other combat utility in the game apart from the double brens.

Brens, btw are considerably worse than other MGs; especially in the hands of Tommies.
- Most MGs have a 3-5 sec reload time
- Tommy Brens have 8.5 second reload time in cover
- Hence, Tommy Brens can get up to 12.5 seconds reload time out of cover

As Machine already mentioned, that's not what people reported in the balance survey. Thus we couldn't do anything about it.
25 Nov 2016, 21:00 PM
#35
avatar of FalseAlarm

Posts: 182

Permanently Banned


Infantry sections don't have other combat utility in the game apart from the double brens.


The problem with tommies is their RA.
25 Nov 2016, 21:02 PM
#36
avatar of TüMe

Posts: 558 | Subs: 2

How about tommies AT squads AT-nade bugg, you guys fixing it ? it doesnt make vehicle crit, it seems to do the dmg tho (not like disappearing faust) it just doesnt make vehicle crit. Not sure tho if its intented.
25 Nov 2016, 21:03 PM
#37
avatar of Australian Magic

Posts: 4630 | Subs: 2



Infantry sections don't have other combat utility in the game apart from the double brens.

Brens, btw are considerably worse than other MGs; especially in the hands of Tommies.
- Most MGs have a 3-5 sec reload time
- Tommy Brens have 8.5 second reload time in cover
- Hence, Tommy Brens can get up to 12.5 seconds reload time out of cover

As Machine already mentioned, that's not what people reported in the balance survey. Thus we couldn't do anything about it.


Well, good luck fightning double bren with volks :P
25 Nov 2016, 21:03 PM
#38
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

25 Nov 2016, 21:03 PM
#39
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

I should also include that all of these changes have been tested internally with high level players in 1v1. It's of course always hard to tell in small sample sizes which is why launching it public is necessary, but from what we have played we are happy with the severity of the changes, even when they seem extreme.

If you are going to play the mod. Please post replays for casting and so we can get objective impressions on how things are performing.
25 Nov 2016, 21:03 PM
#40
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post25 Nov 2016, 21:02 PMTüMe
How about tommies AT squads AT-nade bugg, you guys fixing it ? it doesnt make vehicle crit, it seems to do the dmg tho (not like disappearing faust) it just doesnt make vehicle crit. Not sure tho if its intented.



Fixed an issue where UKF HEAT anti-tank grenades would, sometimes, fail to apply their snare.

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