What makes this patch size up to 2,3gb?
It's likely that a bigger portion is the Dawn of War skins.
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What makes this patch size up to 2,3gb?
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Platoon command post manpower 180 fuel 30
Company command post manpower 200 fuel 115
Hammer Tactics manpower 200 fuel 50
Total tech costs manpower 580 fuel 195
Comet manpower 500 fuel 185
front armor 290 hit points 800 damage 160 penetration 190 range 45 (was 50)
Escalate to BP1 manpower 100 fuel 40
Light mech company manpower 200 fuel 20
Escalate to BP2 manpower 100 fuel 45
Escalate to BP3 manpower 100 fuel 45
Panzer korps manpower 200 fuel 50
Total tech costs manpower 700 fuel 200
Wehrmacht panther manpower 490 fuel 175
front armor 320 hit points 800 damage 160 penetration 240 range 50
Battlegroup hq & sws manpower 215 fuel 40
Panzer hq & sws manpower 215 fuel 135
Total tech costs manpower 430 fuel 175
OKW panther manpower 490 fuel 200
front armor 320 hit points 800 damage 160 penetration 240 range 50
can someone explain to me how the range reduction is fair, it gives the initiative to the panther to dictate combat and kite the comet, an ability usually given to tank destroyers with a counter balancing weakness, such as paper thin armor (Jackson) or no turret (su85, jagpanzer IV, elefant, jagdtiger).
a medium tank should not be able kite another medium tank (the game classes comet and panther as mediums), that makes for unbalanced and unsatisfying gameplay.
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It's also giving Axis heavy tanks the first shot free. Enough to be a game changer.
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Platoon command post manpower 180 fuel 30
Company command post manpower 200 fuel 115
Hammer Tactics manpower 200 fuel 50
Total tech costs manpower 580 fuel 195
Comet manpower 500 fuel 185
front armor 290 hit points 800 damage 160 penetration 190 range 45 (was 50)
Escalate to BP1 manpower 100 fuel 40
Light mech company manpower 200 fuel 20
Escalate to BP2 manpower 100 fuel 45
Escalate to BP3 manpower 100 fuel 45
Panzer korps manpower 200 fuel 50
Total tech costs manpower 700 fuel 200
Wehrmacht panther manpower 490 fuel 175
front armor 320 hit points 800 damage 160 penetration 240 range 50
Battlegroup hq & sws manpower 215 fuel 40
Panzer hq & sws manpower 215 fuel 135
Total tech costs manpower 430 fuel 175
OKW panther manpower 490 fuel 200
front armor 320 hit points 800 damage 160 penetration 240 range 50
can someone explain to me how the range reduction is fair, it gives the initiative to the panther to dictate combat and kite the comet, an ability usually given to tank destroyers with a counter balancing weakness, such as paper thin armor (Jackson) or no turret (su85, jagpanzer IV, elefant, jagdtiger).
a medium tank should not be able kite another medium tank (the game classes comet and panther as mediums), that makes for unbalanced and unsatisfying gameplay.
Posts: 315
"OKW
Well...where is the nerf for the anti-tank grenades/ tools on allie side? since even penals can take AT handhelds and satchels, every USF player spaming zooks---since u cant drive with (light) tanks over 1min...without a rep on your cars.
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Gimme a break. USF has to vet first for AT nade, has to pay for 'zook upgrade and has to pay for the 'zook, then retreat back to base to equip the 'zook, losing a slot for an AI weapon(BAR/M1919).
Your precious OKW gets faust ANYTIME it wanted (now after *gasp* a teched truck), for only the cost of using it, while still being equipped with AI weaponry you can upgrade on the fly.
Nerf my a$$. GMAFB.
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Most likely you will have alread vet 1 Rifles at the time when truck should arrive on the field so it's kinda the same timing but for some reason it's forbidden to OKW but not USF.
What's more, earlier pzfaust means later STGs upgrade since you probably gonna use some ammo for pzfasut, therefore your last point does not stand.
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.....
can someone explain to me how the range reduction is fair, it gives the initiative to the panther to dictate combat and kite the comet, an ability usually given to tank destroyers with a counter balancing weakness, such as paper thin armor (Jackson) or no turret (su85, jagpanzer IV, elefant, jagdtiger).
a medium tank should not be able kite another medium tank (the game classes comet and panther as mediums), that makes for unbalanced and unsatisfying gameplay.
Posts: 223
Most likely you will have alread vet 1 Rifles at the time when truck should arrive on the field so it's kinda the same timing but for some reason it's forbidden to OKW but not USF.
What's more, earlier pzfaust means later STGs upgrade since you probably gonna use some ammo for pzfasut, therefore your last point does not stand.
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The panther isn't a tank destroyer, neither relic in the game or history classify it as such, the only tank destroyer that used the panther chassis was the Jagdpanther panzer elites call in vehicle in company of heroes 1.
If the comet had a longer range than some axis tanks then the solution isn't to just reduce the comets range and leave the panther, but to reduce both and have all tanks have a range of 45, only tank destroyers should have a range bonus.
The Puma, Jagdpanzer IV, su85, Jagdtiger, Elefant, Jackson and Firefly don't get a turret machine gunner upgrade and are much worse off against infantry compared to a panther, it's anti infantry may be weak compared to a Churchill or Ostwind, dedicated anti infantry vehicles, but it's excellent compared to dedicated tank destroyers with non existent anti infantry weaponry.
Good work to the community team, you could argue one way or another about the points of the patch but I suspect with out their work there would be no patches at all.
"OKW
Panzerfausts (Volksgrenadiers only)
Well...where is the nerf for the anti-tank grenades/ tools on allie side? since even penals can take AT handhelds and satchels, every USF player spaming zooks---since u cant drive with (light) tanks over 1min...without a rep on your cars.
What makes this patch size up to 2,3gb?
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Just like giving allies tank destroyers first shot free?
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Less crush = more blobs...it's like the plague !!!! there is more blobs then ever (4vs4).
The patch may be very good for the grand 1vs1 tournament, but for the 3vs3 and 4vs4 formats, it's not pretty.
Just this morning, while watching a 4vs4, i saw a mg42 + 5 Ost mortars hold 1/2 of the map while the rest of the axis team cap and kill the rest...a really sad sight. (Allies can't do it)
Do you really believe that the nerfs made on the allies had given us a better game ? Maybe for 1vs1, but for the other formats ?
Do you believe that removing 1 BAR upgrade from USA has no impact, especially when the faction design relied more then others on infantry squads ?
To all who don't understand what i'm saying, please just try 10 random automatches 4vs4 as allies and alone. You will see.
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