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WinterBalance 1.2

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11 Dec 2016, 09:20 AM
#101
avatar of Carlos Danger

Posts: 362

Luchs changes make zero sense to me. It was never overpowered as a unit (except with vet). Problem was that it arrived way too fast. Now it's worse but arrives even faster. Right.
11 Dec 2016, 10:12 AM
#102
avatar of |GB| The Hooligan486
Senior Referee Badge

Posts: 3602 | Subs: 1

Sorry if somebody already explained this or something, but i have the feeling the m20 has become very very inaccurate. I have had it 3 times now that i am chasing a one men squad down on retreat and i just dont kill it, no matter my range.
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 ^^
11 Dec 2016, 10:14 AM
#103
avatar of Mr.Smith

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.
11 Dec 2016, 10:19 AM
#104
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

There's also a big difference between raw damage and manpower bleed. The current Stug E doesn't pick off models.
11 Dec 2016, 10:29 AM
#105
avatar of __deleted__

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
11 Dec 2016, 12:50 PM
#106
avatar of 0ld_Shatterhand
Donator 22

Posts: 194

Today I run some tests of upgraded penals, against grens. All there done out it the open medium to long range. As expected at vet 0 grens without lmgs won almost 100% of the time, although it sometimes was close. With Lmgs grens win clearly. So everything is fine here.
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.
11 Dec 2016, 12:54 PM
#107
avatar of ferwiner
Donator 11

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?
11 Dec 2016, 15:39 PM
#108
avatar of pornoke

Posts: 41

Hi!

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!
11 Dec 2016, 15:54 PM
#109
avatar of LimaOscarMike

Posts: 440

SU-76 barage should get anti garrison buff too don't you guy think since now it cost ammu

dealing with enemy in garrison for SU is pain in the ass
11 Dec 2016, 17:47 PM
#110
avatar of ZombiFrancis

Posts: 2742

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.
11 Dec 2016, 19:24 PM
#111
avatar of LimaOscarMike

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
11 Dec 2016, 20:06 PM
#112
avatar of ZombiFrancis

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.
11 Dec 2016, 20:08 PM
#113
avatar of Grumpy

Posts: 1954

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).
11 Dec 2016, 20:13 PM
#114
avatar of ZombiFrancis

Posts: 2742

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. :p (So still kinda worthless.)
11 Dec 2016, 20:36 PM
#115
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

jump backJump back to quoted post11 Dec 2016, 20:08 PMGrumpy
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.
11 Dec 2016, 20:41 PM
#116
avatar of Muad'Dib

Posts: 368

Flak Halftrack still seems to be able to set up on the move if given an attack-move order.
11 Dec 2016, 20:57 PM
#117
avatar of Mr.Smith

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?
11 Dec 2016, 21:16 PM
#118
avatar of Mr. Someguy

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.
11 Dec 2016, 21:26 PM
#119
avatar of Grumpy

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. :p (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.
11 Dec 2016, 22:00 PM
#120
avatar of Mistah_S

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.

jump backJump back to quoted post11 Dec 2016, 20:08 PMGrumpy

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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