v2 update:
nice adustments but..
Pak40
- TWP cancels without refund if Pak40 relocates during the ability
- Cost increased from 30 to 35
- Additionally reduces rotation rate by 70% and speed by 60% (8 seconds)
wuts going on here lol
Posts: 808
v2 update:
Posts: 3423 | Subs: 1
Posts: 3053
I do not understand why Soviet Mark Target needs to dissipate immediately when the plane is shot down. The planes get shot down almost immediately by OKW without any micro at all. That doesn't seem like a valid attempt at adding "counterplay" to the ability, that just makes it a waste of 80 muni. The plane will get shot down before the ability even starts in many cases, since a 5 second delay is being added.
Posts: 1954
Posts: 911
I do not understand why Soviet Mark Target needs to dissipate immediately when the plane is shot down. The planes get shot down almost immediately by OKW without any micro at all. That doesn't seem like a valid attempt at adding "counterplay" to the ability, that just makes it a waste of 80 muni. The plane will get shot down before the ability even starts in many cases, since a 5 second delay is being added.
Posts: 1304 | Subs: 13
I do not understand why Soviet Mark Target needs to dissipate immediately when the plane is shot down. The planes get shot down almost immediately by OKW without any micro at all. That doesn't seem like a valid attempt at adding "counterplay" to the ability, that just makes it a waste of 80 muni. The plane will get shot down before the ability even starts in many cases, since a 5 second delay is being added.
Posts: 223
Posts: 1740
I do not understand why Soviet Mark Target needs to dissipate immediately when the plane is shot down. The planes get shot down almost immediately by OKW without any micro at all. That doesn't seem like a valid attempt at adding "counterplay" to the ability, that just makes it a waste of 80 muni. The plane will get shot down before the ability even starts in many cases, since a 5 second delay is being added.
Posts: 985 | Subs: 2
Posts: 952 | Subs: 1
Pgrens, obers, jaegers, stormtroopers don't have snares either
Posts: 13496 | Subs: 1
KV-1
We are experimenting with giving KV-1 more health to assist with its meatshield role.
-Added a 0.8333333 received damage multiplier (effectively increases health from 800 to 960)
-Vet 1 to "Defense Mode" from "Capture Point". Defense mode halts all movement of the tank in exchange for -0.8 recieved damage and lowers reload speed by 0.85 (with a delay of 5 seconds)
Posts: 1072
Why complicated things with a damage reduction if the units need 960 HP bring HP to 960.
In addition fix the veterancy bonus, It should vet as heavy tank thus its durability should increase with vet.
Posts: 2636 | Subs: 17
nice adustments but..
Pak40
- TWP cancels without refund if Pak40 relocates during the ability
- Cost increased from 30 to 35
- Additionally reduces rotation rate by 70% and speed by 60% (8 seconds)
wuts going on here lol
Why complicated things with a damage reduction if the units need 960 HP bring HP to 960.
In addition fix the veterancy bonus, It should vet as heavy tank thus its durability should increase with vet.
In the isu152 this is fixed double-tap, and in the 12 seconds of TWP, a shot is made and then fires normally or keeping the recharge times.
It is a question; double-tap in TWP?
Observations from 1v1 matchups (against Kpen, Miragefla)
-New iteration of guards are much more bland than they were previously and overlap heavily with penals, lacking a proper niche of their own.
PTRS option is straight up fully inferior to the penal version, with poorer rifles and no snare ensuring they can be bullied by their intended targets up close. With DPs they are, again, very similar to penals as heavy long-range anti-infantry, and again lacking a soft counter to vehicles means they can't harrass nor counterharrass.
-Pgren G43s are very strong.
-Universal change to tierless call-in cost limits game variety.
-Others:
Prop arty seems very effective. Might warrant look at cost.
Posts: 366
Prop arty?
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The reduced dmg received means it has more effective health but can be repaired to full health faster. Not sure this is desirable tho
Posts: 13496 | Subs: 1
B4
Redirecting some manpower costs to fuel costs will help long-term sustainability for howitzers, especially for 1v1.
We are experimenting with making B4 shots connect more reliably, while creating avenues for counterplay.
-Cost changed from 600MP to 400MP/50FU
-Popcap to 15
-2 Shells, 10 second cooldown between them
-320 damage each shell
-Second shell received -50% scatter bonus
-Near distance from 2.5 to 1.75
-Angle scatter reduced from 9.25 to 8
-FoW multiplier increased from 1.25 to 2
Posts: 13496 | Subs: 1
Rapid Conscription
Excessively-long duration for squad-replacement abilities makes counterplay infeasible. We are addressing this issue.
-Reduce duration of the ability from 120 to 70
Posts: 951
Posts: 578
Why are you arguing my player card all of a sudden? I feel like you are trying to shut down dialogue by claiming my opinions (yes I said opinions I know I can be wrong) are biased or irrelevant. I just started playing this game again after not playing for 9 months. Naturally I wanted to play my favorite faction(s) again first. No I've been out of country for the last three weeks so I haven't had time to play all the other factions again since getting back (I've played ten days in the last 9 months).In case your interested, my favorite factions (balance aside) are Ost Brits soviets okw/USF. Aka, I enjoy combined arms more than anything. The reason I defend ostheer is because A) they're my favorite faction (and imo most balanced and best designed) and B) I don't think the balance team plays ostheer teamgames enough to balance it so (just looking at the balance team player cards). It's hard when someone make changes on something that doesn't concern them and don't have experience with. Fair?
Regarding this post, I'm just pointing out this inconsistency is all. Stug is and has been for the last number of years, ostheers answer to tank destroyers and heavy tanks (especially high HP Croc and Churchill) and it already dies to 3TD shots meaning ost struggles a vs allied AT. Seeing nerfs to twp and stug (the answer to Croc or FF) is a big deal since ost relies on their tanks more than any other faction for any form of aggression. Ill have to test out the panther to see how well it takes over the AT department so we'll see. #believe
I hope what I've said sounds fair.
Posts: 13496 | Subs: 1
AT Ambush
We have reduced the CP cost of AT Ambush to better match the ability’s performance due to the speed de-buff ATGs receive when it is used.
-Reduced CP requirements from 5 to 2
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