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Eastern Front Armies Revamp

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28 Jun 2017, 15:09 PM
#1021
avatar of some one

Posts: 935

Guys. Just try the jackson in-game:
- More HP means that you can fight off the Stug hordes
- More HP means that your Jackson can also chase to finish off that King Tiger/Panther
- More HP means that your Jackson won't evaporate into nothingness in seconds. This means Jackson can now gain vet
- Vetted Jacksons mean that your jackson will be firing faster and faster
- AP rounds fix means that Jackson Vet1 is now useful (rather than turn Jackson into steaming piles of shit)
- Cheaper M20 means that you now have sight to fight off the Stug hordes
- If you still have trouble vs Stug hordes, use the USF AT gun. Stug armour is low
- Better popcap upkeep means that you can now afford AT guns without filling up

Camping and playing defensively with long-range TDs is not the USF way.




I have played against you. No offense you are mediocre player. AT gun doesnt work vs stug in team games. If try more then one they gonna be wiped by roket arty or infantry. if you try dive with such expensive shit like new jackon they gonna be fausted and shrecked . The small difference in range of KT and Normal Tiger IS THE REASON why we don not see normal Tiger very often in tesm games .Every one knows it. Thats also the reason why we see Ace Tiger more often it faster and have better gun range = means MORE effective. Every OKW player will say to you that what they affraid more to fight against ? Shermans or Scott ? Thou there is small differentin range and serman has more HP. THats why Axis stall thill ELe or Jagd coz those things can work BEHIND infatry or so In case of OKW they roam around FRP.

According to you logic - GIVE Jagdtiger and Ele More HP - but reduce range of it main gun would you see it again in team games?
28 Jun 2017, 15:16 PM
#1023
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

Well said buddy. The way the duo is using coh2.org for publicity and promoting their mod is rather disgusting.
...


you are welcome to step up and provide a thorough view of how the game should be + good arguments and make a sensible mod. or prove that you are a top player or write multiple posts that actually shows that you might be constructive and understand the game mechanics/balance well instead of bitching and moaning.

because that is what the three (not two btw, and they do work with constructive and top players) modders did. they put their vision out there and they got approval from both relic and many many people from the community here and the official forum because they made sense, proved themselves competent and ready to put in the work - they were de facto both selected and elected.

so no, it isn't disgusting or arrogant what they are doing. It is disgusting and arrogant that people who are leeching off of other people's hard work and put in no grind, are so entitled that they think they should have the same amount of authority as those who do put in the work.



Scott shell power has less one-hit-kill radius, but should deal damage more consistently. We have to test and see how that works with the projectile trajectory changes.


makes sense. i think scott's OP :).
28 Jun 2017, 15:25 PM
#1024
avatar of Mr.Smith

Posts: 2636 | Subs: 17



I have played against you. No offense you are mediocre player. AT gun doesnt work vs stug in team games. If try more then one they gonna be wiped by roket arty or infantry.


In the live game? Sure, AT gun won't work. In the mod, it should. This is because:


Support weapon movement penalties fixed
Soviet/USF AT guns used to receive speed penalties when traversing craters. This has now been fixed and the speed penalties no longer apply



Team weapon squad formations
- Affects all team weapons
- Weapon teams no longer bunch up in crater cover



Stuka Dive Bomb
The Stuka has received a cost increase and removal of criticals against infantry to better reflect its pin-point accuracy and large AOE radius.

- Removed critical hit modifier
- Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08
- Increased cost to 200



Walking Stuka
- Health from 320 to 160
- Cost from 390/100 to 360/85
- Build-time from 60 to 45.
- Population from 14 to 12
- AoE distance changed from 2/4/6 to 0.5/5.5/7 (to give more consistent results)
- AoE damage far increased from 0.05 to 0.1
- Added scatter to stuka barrage (mortar)
- Added actual penalties for firing in the FoW
- Reduced damage vs buildings
- Vet2 bonus: ‘Saturation Fire’ ability. Allows the Stuka to attack in a circle rather than a line.
- Vet4 bonus: old Vet5 bonus
- Fixed a bug where the MG gunner could get killed by small arms fire



THats why Axis stall thill ELe or Jagd coz those things can work BEHIND infatry or so In case of OKW they roam around FRP.


FRP was nerfed. Elefant/JT will no longer two-shot jacksons.
28 Jun 2017, 15:31 PM
#1025
avatar of RedT3rror

Posts: 747 | Subs: 2

Guys. Just try the jackson in-game:


The Jackson is for killing real tanks ffs. Many USF units/weapons are incredible good at dealing with low armor vehicles for a reason.
28 Jun 2017, 15:32 PM
#1026
avatar of some one

Posts: 935


Elefant/JT will no longer two-shot jacksons.

It doesnt' matter. JT may kill like 4-5 SU85 trying to engage it up front.

It is posible to destroy current JT or Ele with 2 shermans approaching behind smoke or a side. IF there are no AT weapon.
But If there is something else from AT section or you approaching upfront - It doesnt matter how may HP you shit has.
28 Jun 2017, 15:34 PM
#1027
avatar of some one

Posts: 935

Current Jackson needs 2 things

1) Accuracy

2) Heavy crash

thats it
28 Jun 2017, 15:35 PM
#1028
avatar of aerafield

Posts: 3032 | Subs: 3

Reading through most of these changes, it feels kinda sad when you know how unlikely it is that this will ever be implemented into the main game :(

tho some of the balance changes are unnecessary imo
28 Jun 2017, 15:41 PM
#1029
avatar of ZombiFrancis

Posts: 2742

This version of the Jackson would be an excellent doctrinal candidate to swap with the M10.
28 Jun 2017, 15:48 PM
#1030
avatar of Vipper

Posts: 13496 | Subs: 1

Current Jackson needs 2 things

1) Accuracy

2) Heavy crash

thats it

Again the last thing M36 needs is more accuracy. For reason check the previous page.
28 Jun 2017, 16:08 PM
#1031
avatar of LoopDloop

Posts: 3053


It doesnt' matter. JT may kill like 4-5 SU85 trying to engage it up front.

It is posible to destroy current JT or Ele with 2 shermans approaching behind smoke or a side. IF there are no AT weapon.
But If there is something else from AT section or you approaching upfront - It doesnt matter how may HP you shit has.

If your jacksons are caught out of position (meaning in range of JT/Ele), not getting two hit is a big help for escaping. JT and ele still hardcounter the shit out of all tanks in a lot of teamgame maps though.
28 Jun 2017, 16:13 PM
#1032
avatar of mycalliope

Posts: 721

lol.......
holy shit at those usf infantry buffs and popcap reduction in general .... and the amount of veterncay they recieve in just vet 3

meanhiwle obers and falls are already nerfed,jaditger and sturmtiger already turned useless......and some of the vet on okw units is worse than vet 3 of other faction lmao

and mr smith you didn't answer my question about falls losing to ver 3 double bar rifle,you lie and then ignore me lol i am not letting that happen

yes turn jackson into some uber tank destoryer...........see this is what i mean by a few posts back this ridiculous homogenization without any resemblance to the actual power relatively original

Did you contacted devm on leig changes or usf too
28 Jun 2017, 16:17 PM
#1034
avatar of wandererraven

Posts: 353

M36 buff Heavy crash by historic Weight lower than Sherman
what ?
28 Jun 2017, 16:18 PM
#1035
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36



Did you contacted devm on leig changes or usf too


With consultation from DevM and a lot of playtesting from Bene, Old Shatterhand and TheLieutenant, we are also announcing our changes to USF
28 Jun 2017, 16:33 PM
#1038
avatar of LoopDloop

Posts: 3053

How many people play this mod? I haven't had a chance to test it out yet; are there actually people making custom games with this mod?
28 Jun 2017, 16:34 PM
#1039
avatar of mycalliope

Posts: 721

NOTHING TO SEE HERE FOLKS JUST NERFING ALREADY STRUGULLING OKW INFANTRY INTO DIRT
MR.smith still haven't replied regarding his lie about falls and obers and i tested that in base version in this they might be even more bad just from changes alone




Shock Troops

- Reduce reinforcement time reduced from 6.5 secs to 5.5 secs
- Reinforcement cost reduced from 33MP to 31MP
- Tripwire flares removed
- Veterancy 1 reduces smoke grenade cost 15MU to 10MU
- Veterancy 2 smoke recharge (-40%) moved to Vet1
- Grenade far AOE from 0.15 to 0.5.

Obersoldaten
- Cost from 400 to 340
- Population from 10 to 9
- Upgrades from 60 to 80 munitions (both LMG and STG)
- Reinforce time to 9 from 12.5. Build time to 36 from 50.
- Vet2 bonus: Timed ability that causes suppression at the cost of damage
- Vet4 bonus: Old Vet5 bonus
- Adjusted cost of grenade to 40 (to match PGren)


Fallschirmjäger
- Have stationary pathfinder-like camouflage at Vet 0
- Population from 8 to 9
- Call-in manpower cost reduced from 440 to 340
- Received Accuracy from 0.87 to 0.83
- Vet3 RA from 0.71 to 0.77
- Vet5 changed to 1.3 accuracy and +5 range.
- Vet2 bonus: Passive medical kits
- Vet4 bonus: Panzerfaust gains +5 range and +20 damage


Panzerfusiliers
- Population from 6 to 7
- Vet2 bonus: 1.15 capture and decapture rate.
- Vet4 bonus: Passive Sprint
- Flare cost reduced from 45MU to 30MU
- Sight range bonus from upgrade reduced from +50% to +28% (50 to 45)

Lieutenant
We are adding some utility to the Lieutenant to make him a viable asset for the long-haul.

- Population from 8 to 7
- Cost from 300 to 280 (replacement squad)
- No longer starts with a BAR. Can upgrade a single BAR for 60 munitions.
- Now has ‘Push Forward’ ability. When active on a friendly squad, the target unit will move faster. 15 munitions, 10 second duration. Range 30; 60 second cooldown.
- Squad reinforce cost standardized to 28 per model.

Captain
- Population from 8 to 7
- Squad reinforce cost standardized to 28 per model.
- Cost from 300 to 280 (replacement squad)
- Veterancy 2 weapon cooldown from 15% to 20% (to match other squads)

M4A3 Sherman
We are adding consistency to the HE shells.

- HE shells now ignore terrain
- HE shell distance changed to 0.75/1.5/2.25 to 0.5/1.25/3

Paratroopers
Paratrooper changes are mostly to normalise Airborne Paratroopers with Recon Paratroopers.

- (Airborne) Paratrooper demo charge deals additional damage vs teamweapons
- (Recon) Now plant mines faster to match other factions
- Can now purchase 2x Thompson guns if they only have 1 slot left
- All Paratrooper squads now receive a -15% reload time at Vet2
- Removed +10% accuracy from Vet0 Recon paratroopers
- All Paratrooper squads receive passive healing at Vet2
- HE far AOE from 0.05 to 0.15
Rangers
- Popcap reduced from 10 to 9

before anyone screams assymetry both ost and okw dont have any advantges assymtry wise left but the other factions enjoy....no sniper,nor mortar,no proper at gun,weeird teching paying more for side grades,no sniper,far inferior commander abilites,almost all commander units nerfed....etc..

oh look jackson was buffed with health while making jadtiger and elefant even more useless....might as well delete sturmtiger from the game too
28 Jun 2017, 16:37 PM
#1040
avatar of LoopDloop

Posts: 3053

NOTHING TO SEE HERE FOLKS JUST NERFING ALREADY STRUGULLING OKW INFANTRY INTO DIRT
MR.smith still haven't replied regarding his lie about falls and obers and i tested that in base version in this they might be even more bad just from changes alone




Shock Troops

- Reduce reinforcement time reduced from 6.5 secs to 5.5 secs
- Reinforcement cost reduced from 33MP to 31MP
- Tripwire flares removed
- Veterancy 1 reduces smoke grenade cost 15MU to 10MU
- Veterancy 2 smoke recharge (-40%) moved to Vet1
- Grenade far AOE from 0.15 to 0.5.

Obersoldaten
- Cost from 400 to 340
- Population from 10 to 9
- Upgrades from 60 to 80 munitions (both LMG and STG)
- Reinforce time to 9 from 12.5. Build time to 36 from 50.
- Vet2 bonus: Timed ability that causes suppression at the cost of damage
- Vet4 bonus: Old Vet5 bonus
- Adjusted cost of grenade to 40 (to match PGren)


Fallschirmjäger
- Have stationary pathfinder-like camouflage at Vet 0
- Population from 8 to 9
- Call-in manpower cost reduced from 440 to 340
- Received Accuracy from 0.87 to 0.83
- Vet3 RA from 0.71 to 0.77
- Vet5 changed to 1.3 accuracy and +5 range.
- Vet2 bonus: Passive medical kits
- Vet4 bonus: Panzerfaust gains +5 range and +20 damage


Panzerfusiliers
- Population from 6 to 7
- Vet2 bonus: 1.15 capture and decapture rate.
- Vet4 bonus: Passive Sprint
- Flare cost reduced from 45MU to 30MU
- Sight range bonus from upgrade reduced from +50% to +28% (50 to 45)

Lieutenant
We are adding some utility to the Lieutenant to make him a viable asset for the long-haul.

- Population from 8 to 7
- Cost from 300 to 280 (replacement squad)
- No longer starts with a BAR. Can upgrade a single BAR for 60 munitions.
- Now has ‘Push Forward’ ability. When active on a friendly squad, the target unit will move faster. 15 munitions, 10 second duration. Range 30; 60 second cooldown.
- Squad reinforce cost standardized to 28 per model.

Captain
- Population from 8 to 7
- Squad reinforce cost standardized to 28 per model.
- Cost from 300 to 280 (replacement squad)
- Veterancy 2 weapon cooldown from 15% to 20% (to match other squads)

M4A3 Sherman
We are adding consistency to the HE shells.

- HE shells now ignore terrain
- HE shell distance changed to 0.75/1.5/2.25 to 0.5/1.25/3

Paratroopers
Paratrooper changes are mostly to normalise Airborne Paratroopers with Recon Paratroopers.

- (Airborne) Paratrooper demo charge deals additional damage vs teamweapons
- (Recon) Now plant mines faster to match other factions
- Can now purchase 2x Thompson guns if they only have 1 slot left
- All Paratrooper squads now receive a -15% reload time at Vet2
- Removed +10% accuracy from Vet0 Recon paratroopers
- All Paratrooper squads receive passive healing at Vet2
- HE far AOE from 0.05 to 0.15
Rangers
- Popcap reduced from 10 to 9

Aren't like 90% of these buffs?
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