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Eastern Front Armies Revamp

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16 Jun 2017, 18:07 PM
#701
avatar of TheSleep3r

Posts: 670

So OKW Panther has 160 damage while Wehr Panther has 200? Not very consistent, and I thought constistency was to be enhanced.
16 Jun 2017, 18:11 PM
#702
avatar of Mr.Smith

Posts: 2636 | Subs: 17

So OKW Panther has 160 damage while Wehr Panther has 200? Not very consistent, and I thought constistency was to be enhanced.


OKW Panther has better accuracy and way better MGs in exchange for lower damage.
16 Jun 2017, 18:16 PM
#703
avatar of Comrad

Posts: 1

You realize that the Soviet Union, all weapons must be bought, all the troops should cost 500 fuel and be only 1 commander?
16 Jun 2017, 18:47 PM
#704
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2


Let snippy


Good changes all around, especially the Panzer Commander (underpowered af pre patch).

The FRP removal worries me, but I can see why it's gone. I believe that until EFA gets a proper non doctrinal equivalent (which I hope it does eventually) I can see the merits of taking it out of the WFA factions altogether.

It also worries me that Sturms as a starting unit are still armed with 4x StG. I think trading two of them for some form of MP40s would keep the close range flavor and reduce their overperformance at mid range. Sturms seem to have been a big thorn in the early game to deal with for some time now, and it'll be nice to see something done about that.
16 Jun 2017, 18:56 PM
#705
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

jump backJump back to quoted post16 Jun 2017, 18:47 PMKasarov


Good changes all around, especially the Panzer Commander (underpowered af pre patch).

The FRP removal worries me, but I can see why it's gone. I believe that until EFA gets a proper non doctrinal equivalent (which I hope it does eventually) I can see the merits of taking it out of the WFA factions altogether.

It also worries me that Sturms as a starting unit are still armed with 4x StG. I think trading two of them for some form of MP40s would keep the close range flavor and reduce their overperformance at mid range. Sturms seem to have been a big thorn in the early game to deal with for some time now, and it'll be nice to see something done about that.


Missing notes:

-Kubel is now OKW's starting unit.
-Incendiary grenades now have a 0.375 fuse
16 Jun 2017, 19:04 PM
#706
avatar of MarioSilver

Posts: 62

EFA mod but it includes thousands of OKW/OST nerfs? How about calling it "let's destroy the axis factions and hence kill the already shrinking playerbase"?
16 Jun 2017, 19:15 PM
#707
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2



Missing notes:

-Kubel is now OKW's starting unit.
-Incendiary grenades now have a 0.375 fuse


Kubel as a starting unit is an interesting change! Will have to test this later ;) Also, I believe these assets (in spoiler) would be useful for the OKW rework for QoL and visual consistency. If you're into that.


16 Jun 2017, 19:55 PM
#708
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1



Missing notes:

-Kubel is now OKW's starting unit.
-Incendiary grenades now have a 0.375 fuse


I am pleased.

16 Jun 2017, 20:15 PM
#709
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post16 Jun 2017, 18:47 PMKasarov


Good changes all around, especially the Panzer Commander (underpowered af pre patch).

The FRP removal worries me, but I can see why it's gone. I believe that until EFA gets a proper non doctrinal equivalent (which I hope it does eventually) I can see the merits of taking it out of the WFA factions altogether.

It also worries me that Sturms as a starting unit are still armed with 4x StG. I think trading two of them for some form of MP40s would keep the close range flavor and reduce their overperformance at mid range. Sturms seem to have been a big thorn in the early game to deal with for some time now, and it'll be nice to see something done about that.

Wait frps were removed? Missed that in the notes. Finally!
16 Jun 2017, 20:20 PM
#710
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

great okw changes.
16 Jun 2017, 20:25 PM
#711
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post16 Jun 2017, 20:20 PMpigsoup
great okw changes.

Where are the full okw changes? I can't seem to find them.
16 Jun 2017, 20:51 PM
#712
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1


Wait frps were removed? Missed that in the notes. Finally!


Only the Med HQ was removed.
16 Jun 2017, 20:52 PM
#713
avatar of Mr.Smith

Posts: 2636 | Subs: 17



Only the Med HQ was removed.


Eventually all will be removed. However, we haven't done USF and Brits yet.
16 Jun 2017, 20:56 PM
#714
avatar of LoopDloop

Posts: 3053



Eventually all will be removed. However, we haven't done USF and Brits yet.

Ok. Still, great that you guys decided to do this.
16 Jun 2017, 21:03 PM
#715
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1



Eventually all will be removed. However, we haven't done USF and Brits yet.


RIP Ambulance + Major.
16 Jun 2017, 21:52 PM
#716
avatar of LoopDloop

Posts: 3053



RIP Ambulance + Major.

I wonder if major will still be able to lock down points. Very useful on maps with wacky vp sectors like langreskaya and that one 2v2 map called something fields. Won a game recently because they never figured out why they couldn't cap the mid vp lol.
16 Jun 2017, 21:52 PM
#717
avatar of ClassyDavid

Posts: 424 | Subs: 2

Great to see those OKW changes. Need to test them out and see how they play now.

Also, could it be possible just to give the Sturmpioneers MP40s since their MP44 are functionally close range smgs. Always could do with more MP40s.
16 Jun 2017, 22:13 PM
#718
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2

Great to see those OKW changes. Need to test them out and see how they play now.

Also, could it be possible just to give the Sturmpioneers MP40s since their MP44 are functionally close range smgs. Always could do with more MP40s.


The Sturm's StG profile shows it has a much better far accuracy than any of the other non-StG SMGs, so there is a difference there functionally. It's just that they are best at close range (which could be said with almost all CoH2 weapons) regardless of them being able to hold their own at mid range.

It should also be noted that they are no longer the starting unit for OKW, so there is now a much smaller need to replace their weapons.
16 Jun 2017, 23:38 PM
#719
avatar of cochosgo

Posts: 301

wow, the kubel had 4 points of armor? Now I know why it bounced 70% of my shots
16 Jun 2017, 23:40 PM
#720
avatar of skemshead

Posts: 611

Why have bundle grenades been nerfed but penal satchels been left unchanged. I am not advocating any grenades/satchels should destroy buildings, rather the opposite. But penal special snowflake status is getting boring.

Countering penals takes far more micro as ostheer than necessary, mainly in that if you get distracted or misclick or are slightly slow on reacting then your squads can be wiped. A soviet player on the other hand basically only has to avoid mgs and not loose his cut off, because they will win every other engagement.

Penals are still braindead troll build, where abilities/upgrades require no tech, just do it when necessary cause its cheap and soviets swim in munis.

I find it hypocritical that so many other abilities have been nerfed ( mostly for the better ) but penals just remain somehow separate just because they are more expensive and require t1 ( like ostheer ). I would far prefer that sov t1 is built quicker or penals are built quicker or cost less and be less bs.

Edit : Or make penals more expensive but t1 cheaper so that the sov player can only build one or two.

It just seems that the mod team is soviet favoured to me, on this issue at least.
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