Your fellow clanmate played awfully, by intention, play against a different team or clan then we could believe the geniunity of your hard effort.
How about we play against you?
Posts: 747 | Subs: 2
Your fellow clanmate played awfully, by intention, play against a different team or clan then we could believe the geniunity of your hard effort.
Posts: 4474
but they didn't add the elephant buff, that was in the scope right ?
We've overlooked doublechecking CP requirements for heavy units. That could be a nice idea.
Out of scope.
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but they didn't add the elephant buff, that was in the scope right ?
Posts: 4474
yea you are right.
Airburst shells were rejected by Relic on the basis of not wanting to alter the role of the unit. So, we're stuck with the bare minimum changes.
On the other hand, Elephant TWP is a lot more useful now. So, that's something that the Elephant does better than the Jagdtiger now.
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How about we play against you?
Posts: 493
Panzerwerfer
Suppression is being removed from the Panzerwerfer. This unit could destroy infantry far too easily
Stuka Dive Bomb
• Will no longer instantly kill infantry within its AOE radius. Previously it could instant kill any infantry model up to 15 in-game meters.
251 Walking Stuka
The AOE and scatter have been adjusted to make the unit less devastating, particularly against team weapons that it could generally wipe out in one barrage.
Kubelwagen
To make the Kubelwagon
Raketenwerfer Crew received accuracy from 0.85 to 1.
Penals will now need to upgrade PTRS rifles to have the ability to stick Satchels to vehicles.
1910 Maxim HMG
Dshka HMG Team
KV-1
• Formations adjusted for all team weapons to increase spacing between models when in cover.
• The Battlegroup between now requires more distance between itself and obstacles before it can be deployed. This is to prevent it from trapping infantry models.
Headquarters Glider
• Fixed an issue where the player could be locked out of the ability if the glider crash landed.
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Posts: 587
I need something that's mobile god damn it, not a unit that requires babysitting in order to reach it's full potential. Plus we're basically paying the same price as a normal mortar, the only plus of the pit is probably the 2nd mortar for 160 mp but stil mobility is the name of the game, not being static.
Having an indirect fire unit that can only be countered by other indirect fire is a fail at design, imo, as it leads to arty-fest.
Mobile indirect fire units should be at a disadvantage when attacking an immobile indirect-fire unit. That's because the mobile stuff can pack up any time and harass any part of the game.
At the same time, however, when you have 30-second Brace in the game, there's no point flanking the emplacements. So, that's a fail.
Unfortunately, we didn't manage to convince Relic that Mortar Pits need to be made actually vulnerable to infantry (and no; lava nades don't count; there's a faction that's called OST that doesn't have access to lava nades). At the same time Brace, Cancer Commander and Forward Assembly are all out of scope.
Let's see how that goes..
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Permanently Banned
We've overlooked doublechecking CP requirements for heavy units. That could be a nice idea.
Out of scope.
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Posts: 2636 | Subs: 17
I think you might not be responding to me, or rather it seems you are agreeing with me on points i didn't even consider
Either way, I hope you can answer this: what would be a reason for me to not instantly get the 160 mp upgrade on the mortar?
And don't say "when you don't have the manpower" <.<
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- No changes for conscripts? Continue to be the worst infantry.
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And range, the single most important stat in a mortar.
But I don't think we disagree, we both want a normal mortar for the brits.
Tho for fairness sake, if that were to happen, the range would need to go down to 80 and a mobile mortar will actually require more babysitting that way.
I think you might not be responding to me, or rather it seems you are agreeing with me on points i didn't even consider
Either way, I hope you can answer this: what would be a reason for me to not instantly get the 160 mp upgrade on the mortar?
And don't say "when you don't have the manpower" <.<
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I probably would guess that a team has at least 1 pop, so if there are 3 people or less in the squad it will always have at least 1 pop.
But keep in mind we're talking about Relic here.
I can see the 50+ T34 spam coming because of 300 one manned Maxims in the Soviet Base.
Posts: 587
Actually, it really is about early manpower investment.
In the early game you might really only be wanting the mortar to harass MGs with smoke, or be annoying. Then, you can spend the remaining 160MP to buy, say, an AT gun, or upgrade PIATs or something.
By the end of the game, sure; it is no-brainer to upgrade a well-situated mortar pit that has survived. However, this arrangement allows you to be more flexible about when/whether you really wanted to spend 400MP in one go, or in parts. (note that the upgrade also increases the popcap of your mortar)
On the other hand, if you don't like putting all your eggs in one basket, you can buy a second mortar pit and get access to a separate brace ability, or be able to select individual barrage targets.
In the revamp mod we had mortar pits cost 200MP vanilla + 150MP the second mortar. Given that Relic doesn't let us touch Brace, Forward Assembly or Cancer Commander abilities, that would have been OP.
Therefore, we're forced to hike the price of the Pit to what we currently have.
Posts: 2636 | Subs: 17
Or you spend 400 mp early game and get the near indestructible mortar we have now+the ability to sqaudwipe (with abit of micro outside the 85 range).
If the only reason not to get the upgrade early game is mp orientated, how do you explain the current phenomenon where the 400 mp mortar pit's are build up to 2 in early game?
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