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Relic Winter Balance Preview v1.3 Update

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17 Dec 2016, 19:05 PM
#121
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1



I'll have to recheck this. How did you make the guards models lose their weapons; killing them?

Nope, i use command from cheatmod to lose itemslot weapon. As i said, it can be the reason to incorrect work of upgrades
17 Dec 2016, 19:07 PM
#122
avatar of Mr.Smith

Posts: 2636 | Subs: 17


Nope, i use command from cheatmod to lose itemslot weapon. As i said, it can be the reason to incorrect work of upgrades


That could be the reason. In order to activate the upgrade, the slot weapon needs to drop. Perhaps cheatcommand isn't triggering this action.

A way to test this thoroughly is:
- Upgrade a guards squad
- Reduce them to 4-men, and keep killing/respawning the same guy
- Drop chance for PTRS/DP-28 is 10%, so it might take sometime :(

I can't test this, myself, until tomorrow.
17 Dec 2016, 19:13 PM
#123
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1



That could be the reason. In order to activate the upgrade, the slot weapon needs to drop. Perhaps cheatcommand isn't triggering this action.

A way to test this thoroughly is:
- Upgrade a guards squad
- Reduce them to 4-men, and keep killing/respawning the same guy
- Drop chance for PTRS/DP-28 is 10%, so it might take sometime :(

I can't test this, myself, until tomorrow.


I have checked it. Everything ok, my bad.
17 Dec 2016, 19:57 PM
#124
avatar of skyshark

Posts: 239

jump backJump back to quoted post17 Dec 2016, 03:13 AMFrost


I've stop read after this. Jesus christ, there should be an script which should deny posting in balance section if you are under top 100 in 1v1.


ok, so i'll just quit playing so my ranks are hidden like you, but keep complaining about stuff...

not all of us have all day to play this game, frost.
17 Dec 2016, 20:09 PM
#125
17 Dec 2016, 20:52 PM
#126
avatar of Montag

Posts: 4

I really think penal battalions need to be able to camouflage. Convicts are supposed to be good at hiding. This game doesn't make sense if they cannot camouflage. In addition to this many inmates learn the ability to hijack cars. Please add the ability for penals to hijack enemy vehicles. I think this would be a great anti armor ability that would make penals great again. Any hijacked vehicles should have increased moving accuracy as well due to convicts having wonderful drive by skills.
17 Dec 2016, 21:06 PM
#127
avatar of ZombiFrancis

Posts: 2742

At this point, I offer this suggestion:



I don't think my old test mod from which I harvested this suggestion from is anywhere close to functional anymore. (As in, I did some crazy things with USF and both Axis factions. Plus its a particularly old build of CoH2.)
17 Dec 2016, 21:14 PM
#128
avatar of Luciano

Posts: 712

17 Dec 2016, 21:19 PM
#129
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

Might as well call penals soviet marines now.

the "penal" subpar meatshield troops design has just been thrown way out the window and butchered like no other... Jeez. Just make them meatsheilds and turn cons into what you're trying to make penals.

But if cons aren't in "scope.." honestly I question the point of that...but meh
17 Dec 2016, 21:39 PM
#130
avatar of Mr. Someguy

Posts: 4928

Might as well call penals soviet marines now.


It always puzzled me that Relic decided to make Penals a core part of the Soviet Army. Heck, Relic's Soviets have no GI's at all, every soldier is either a conscript, a convict, a crewman, or a specialist.
17 Dec 2016, 21:45 PM
#131
avatar of ZombiFrancis

Posts: 2742

Yeah Soviet design choices have always been a little contentious.

I feel like Guards always should've been the style and model of Soviet T1.
17 Dec 2016, 22:25 PM
#132
avatar of MoerserKarL
Donator 22

Posts: 1108

Flamethrower,Satchel charge, Lolotov, 2x ppsh or 2xptrs and AT satchel charge. Wow those guys are better equipped than chuck norris ever was :D

Imo thats a little bit too much :P
At least increase the munition cost a bit. 70 for flamethrower and 2xppsh....maybe 90 fits better.
But for what do I need shocks now? They are overlapping a little bit too much and penals rules on urban maps even more now.
Those little guys are hard to balance
17 Dec 2016, 23:06 PM
#133
avatar of BartonPL

Posts: 2807 | Subs: 6

actually, why we can't just reverse changed to Penals and replace flamer with DP-28?
17 Dec 2016, 23:13 PM
#134
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

Note an issue with the DP-28, unless we tone Penal accuracy or make them break the moment you look at them is they'll shred people pretty hard with any LMG-like weapon.

We probably also need less LMGs at this stage.
17 Dec 2016, 23:23 PM
#135
avatar of Lucas Troy

Posts: 508

Is there any chance we could get 5x PTRS on penals in return for more MU cost?

This would make them an AT only unit and make the role more of a choice.

2x PTRS available right away
1 more when tier 4 built
2 more when ALL tiers built for 5 total

At vet-3 I think they should get an ability that lets them temporarily do 40 damage versus infantry.
17 Dec 2016, 23:41 PM
#136
avatar of Nubb3r

Posts: 141

At this point we might aswell equip individual models and keep doing it after each reinforce. You could make it like a freezetime in counterstrike. Buy armor, grenades, molotovs, SVTs, Nagant or PPsh and also flamethrowers or ptrs. You could also give penals c4, so you can plant it on a VP or in the enemy base. Then, a minesweeper squad would act like a ct with defuse kit...

Point being: This is getting too complicated. Not necessarily the changes that have been done by now, but the direction where this is going. I am concerned that our work might be jeopardized by a well-meant approach, but too stubborn and detailed explicit options after changes.
18 Dec 2016, 00:16 AM
#137
avatar of ferwiner
Donator 11

Posts: 2885

Note an issue with the DP-28, unless we tone Penal accuracy or make them break the moment you look at them is they'll shred people pretty hard with any LMG-like weapon.

We probably also need less LMGs at this stage.


DP-28 isn't too good of a machinegun, if it is locked by the T4 it won't be that bad. But if you aim to reduce number of lmgs, then fusilier like scope upgrade is the way to go. Generally, late game long range upgrade is the good way to go as it keeps T1 dangerous to go tier without AT in the early game that most people want, but also makes it rewarding to back tech for it, creating a situation where it is not being forgotten just becouse it is not OP in early game.
18 Dec 2016, 00:42 AM
#138
avatar of Frost

Posts: 1024 | Subs: 1



ok, so i'll just quit playing so my ranks are hidden like you, but keep complaining about stuff...

not all of us have all day to play this game, frost.


There is rather using you brain and logic. This isn't a starcraft where you have to be very quick. Of course, if you don't have strategic strategic thinking you need to spend big amout of time to be gut. But those days I don't think you need any of these. Especially if currently no1's good playing on ladder
18 Dec 2016, 01:28 AM
#139
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Might as well call penals soviet marines now.

the "penal" subpar meatshield troops design has just been thrown way out the window and butchered like no other... Jeez. Just make them meatsheilds and turn cons into what you're trying to make penals.

But if cons aren't in "scope.." honestly I question the point of that...but meh


Hmmm, this was never the case?
I think on the past 4 years we have already been over the case of Penal battalions =/= Penal companies. They had been always expensive (360-280mp), they used to have the best flamethrower (didn't explode) and always on the higher end of the DPS curve. Reason? Maybe cause they aren't conscripts but rather officers fulfilling a sentence.

Yeah Soviet design choices have always been a little contentious.

I feel like Guards always should've been the style and model of Soviet T1.


Hmm if you talk about Guards with DPs/PTRS then i'm afraid that at that point, you have to leave M3/Sniper/Shocks.been barely usable.
At this point, we are just tring to over-engineering a solution to a problem which is solved by adjusting other factors which aren't Penals.
18 Dec 2016, 02:30 AM
#140
avatar of Aralepus

Posts: 27

With these changes penals seem to just mirror conscript with more dps or at. I think another solution would be to implement Shocks and guards into the tech tree, and rebalance them. Then remove penals from tech and add them as call-in on the commanders who had either guards or shocks.

I think this could increase even more opening strats and fix the Soviet's over reliance on commanders with elite troops. This might be out of the scope for the mod an such though.

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