WinterBalance 1.2
Posts: 362
Posts: 3602 | Subs: 1
Maybe the accuraccy of the m20 is a bit too low now? Am i the only one thinking that?
Hold fire option is great though ^^
Posts: 2636 | Subs: 17
Stug-E
Do note that Stug-E becoming better, and more consistent vs stationary infantry is the intended design.
The trade-off here, is that stug-E should be considerably worse vs mobile infantry.
Also note that a Stug-E costs about half of the resources that a Brummbar requires. Thus, 2x Stug-E's should be somewhat comparable. Especially now that Stug-E packs inferior AT utility/durability to the Brummbar.
The days of cheesing the Stug-E commander are over.
However, Stug-E should still have -something- to draw people to picking this commander over the other commanders.
The real stress-test here is how Stug-E performs vs AT guns.
Posts: 875 | Subs: 6
Posts: 4314 | Subs: 7
There's also a big damage between raw damage and manpower bleed. The current Stug E doesn't pick off models.
2 stugs e whitch you would go anyway considering resources you save by not teching will bleed better in current state because first one will damage squad and second will finish it off
Do note that Stug-E becoming better, and more consistent vs stationary infantry is the intended design.
The trade-off here, is that stug-E should be considerably worse vs mobile infantry.
Also note that a Stug-E costs about half of the resources that a Brummbar requires. Thus, 2x Stug-E's should be somewhat comparable. Especially now that Stug-E packs inferior AT utility/durability to the Brummbar.
The days of cheesing the Stug-E commander are over.
However, Stug-E should still have -something- to draw people to picking this commander over the other commanders.
The real stress-test here is how Stug-E performs vs AT guns.
Well, 2 stug e can wipe squad in cover, I don´t know if brumbaar is able to do so.
There aren´t many kinds of mobile infantry, maybe only rifles with bars, conscripts to some extend and call in close range infantry (shocks, commados). All other units want to stay stationary at longer ranges (british IS, soviet penals,guards lmg riflemen). Even other squads want to stay stationary at some point, except smg squads, because in cover they get least damage and make most.
So if you move lmg grens will vaporise you, if you stay in cover stug e will kill you.
I´m not sayin he is OP, I´m just sayin that he is still strong and in my opinion too strong for his current cost and promotes stall in meta.
PS: can you at least change his vet1 ability, it is rather weird with his current ammo and function
Posts: 194
As I moved to vet 3 it was quite similar with the exception of Vet 3 grens against vet 3 penals. Without Lmgs they loose most of the time (5 out of 7) to upgraded penals. With Lmgs the winner is again clear.
Although you upgrade to light At you still have a quite powerful Ai squad, so maybe add another Ptrs to better clarify their new role once upgraded. If necessary nerf the Damage against Tanks a bit, so its stays similar to now but spread over 3 models.
Posts: 2885
Does that mean OKW should be getting smoke on all their vehicles now?
Going ptrs on penals cripples soviet player AI really badly. And in this case it is against superior okw infantry. This means, noone reasonable would go more than one ptrs penal. So to use this ability you need one very rare non-doc squad and one doctrinal upgraded squad in the same place facing unsupported vehicle. Is it really that hard not to allow such situation to happen?
Posts: 41
I've found not being possible to queue the handbrake option in the OST Halftrack.
For example:
1º Go to point A
2º HandBrake
The halftrack stops with handbrake mode as soon as you press it.
Not tested in other factions Halftracks. Sorry, but I have almost no time to play and/or testing.
Regards!
Posts: 440
dealing with enemy in garrison for SU is pain in the ass
Posts: 2742
(Also being sneaky, mines, tripwires, and demos. But those are midgame preventative measures.)
I think the cost to the SU-76 barrage is long overdue. Being free was always kind of a nod towards being broken or misused.
Posts: 440
Molotovs, flamethrowers, mortars?
(Also being sneaky, mines, tripwires, and demos. But those are midgame preventative measures.)
I think the cost to the SU-76 barrage is long overdue. Being free was always kind of a nod towards being broken or misused.
yes those will do , but it would be good to see these barage being use spacific situation that it good at
Posts: 2742
yes those will do , but it would be good to see these barage being use spacific situation that it good at
True. I know the SU-76 has always had some special rules about it hitting buildings. I'm not sure how they've stood up to the test of time since last I looked though. But for 15 munitions, it still has plenty of utility outside barraging garrisons specifically.
Posts: 1954
Testing the M20 was pointless, even with the upgrade it still got rekt. In short, the USF pays something like 240/20/70 and 6 popcap to be able to lay Teller mines that aren't bugged.
The OST PIV doesn't justify the 125 fuel. It's not really good at anything. It probably beats the standard Sherman more than 50% in head-to-head battles but is 15 fuel more and has worse AI.
The Recon Support commander would be a lot better if the armor upgrade was included on the Greyhound, the main gun was set to match the Stuarts, and the combat groups didn't drop with bazooka's or AT guns (maybe just replace with standard paratroops).
Posts: 2742
Recon Support could use so much love:
Forward Observers could also act as field defenses upgrade. (Field defenses +1!)
Airdrop Combat Group could also drop a 50 cal. The AT gun and 50 cal could drop with crews. The paratroopers definitely should be identical to Airborne paratroopers instead of randomly equipped.
Sort of an offmap combat group without tanks. (So still kinda worthless.)
Posts: 1323 | Subs: 1
Greyhound and M20 still need buffs. I tested them against 222's. The 280/50 Greyhound gets shredded by the 250/30 222. Spending 70 munitions on the Greyhound makes it almost competitive against the 222.
Testing the M20 was pointless, even with the upgrade it still got rekt. In short, the USF pays something like 240/20/70 and 6 popcap to be able to lay Teller mines that aren't bugged.
The OST PIV doesn't justify the 125 fuel. It's not really good at anything. It probably beats the standard Sherman more than 50% in head-to-head battles but is 15 fuel more and has worse AI.
The Recon Support commander would be a lot better if the armor upgrade was included on the Greyhound, the main gun was set to match the Stuarts, and the combat groups didn't drop with bazooka's or AT guns (maybe just replace with standard paratroops).
TBH yes, the Combat Group of Recon would be better if it was just Paratroopers on a discount.
Posts: 368
Posts: 2636 | Subs: 17
Flak Halftrack still seems to be able to set up on the move if given an attack-move order.
Due to the nature of the workaround, the actual setup time of the weapon, and the graphical display of the setup (yellow bar), will not always be synchronized.
No matter what the player does, the halftrack will not fire before it has stopped for 4 seconds. The graphical display will still follow the old behaviour. Thus, by attempting an attack-move, the player might think the halftrack is setting up on the move; yet that's not the case.
Are you sure that the halftrack managed to open fire in less than 4 seconds after finishing moving?
Posts: 4928
The days of cheesing the Stug-E commander are over.
Imo that, along with Puma spam, is indicative of a problem with Ostheer. They lack no light vehicle capable of battling Allied light tanks, and tuning the 222 to be that is problematic. Make the 222 counter light vehicles (M3, WC 51, M20), and it cannot handle light armor (AEC, T-70, M5). Make it fight light armour, and it comes too late to counter light vehicles. People try to fill that gap with StuG E's and Pumas.
Posts: 1954
Those are rather good suggestions to make the Greyhound interesting.
Recon Support could use so much love:
Forward Observers could also act as field defenses upgrade. (Field defenses +1!)
Airdrop Combat Group could also drop a 50 cal. The AT gun and 50 cal could drop with crews. The paratroopers definitely should be identical to Airborne paratroopers instead of randomly equipped.
Sort of an offmap combat group without tanks. (So still kinda worthless.)
I liked the offmap combat group in COH. However, I can't float 800 mp in a serious 1v1. Maybe a drop like the brit one in tactical support, one AT gun and one 50 cal would work. Also, set the pathfinders to 4 man squads for 240 and a reinforce cost of 26-28.
Posts: 851 | Subs: 1
SU-76 barage should get anti garrison buff too don't you guy think since now it cost ammu
... You are joking, right??
Sniper, mortar, 120mm mortar, SU barrage, Zis barrage, flamethrower engies or penals, ppsh conscripts, molotov, sachel.
Calling L2P on this one.
I think the cost to the SU-76 barrage is long overdue. Being free was always kind of a nod towards being broken or misused.
+1
In 4v4, if one player spams SU's its game over for any emplacement/trench you have.
The OST PIV doesn't justify the 125 fuel. It's not really good at anything. It probably beats the standard Sherman more than 50% in head-to-head battles but is 15 fuel more and has worse AI.
+1 on this.
PzIV is in dire need for some love
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