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2 Nov 2017, 06:59 AM
#281
avatar of jagd wölfe

Posts: 1660

How about removing mg upgrade from panther?
I mean seriously, nobody is going for panther to deal anything else except armor.
And it will remove that BS excuse for calling panther a generalist tank. And then they can improve him to be a better tank hunter. When that is going to be his only job, to hunt tanks.

+1
2 Nov 2017, 07:01 AM
#282
avatar of zerocoh

Posts: 930

also, axis Pintle MGs need a reduction of dps. They completely trash all infantry, especially weapon crews, making any flank on ATGs deadly.
2 Nov 2017, 07:26 AM
#283
avatar of jagd wölfe

Posts: 1660

also, axis Pintle MGs need a reduction of dps. They completely trash all infantry, especially weapon crews, making any flank on ATGs deadly.

Let's "NERF" its dps to balanced 50 cal pintle dps, ok ?
2 Nov 2017, 07:36 AM
#284
avatar of ullumulu

Posts: 2243

with the argue that 2 stugs better than 1 allie TD...why can sovjets build a Su85? their Su76 are better TDs than stugs..and better vs infantery...and bombarding..and are cheaper.


if we follow your stug argue...the Su85 is useless..cause the sovjet can spam su76..and all is ok.


Remember: OST has no nondoc TD with can deal with the 60 range allie TDs in teamgames...if there are 2-3 Allie TD...u cant do nothing as Ost player...all tanks will explodes in secounds...
2 Nov 2017, 07:40 AM
#285
avatar of A table

Posts: 249



I forgot I need to spam panthers to deal with the hordes otf allied tanks :snfPeter:


hehe. It's not like the axis are lacking in the TD departement, so i highly doubt that "panther spam" is an neccesity.
2 Nov 2017, 09:00 AM
#286
avatar of incognito

Posts: 85

Permanently Banned
I would like to see jpz4 transferred to mech., because how little it does. Compared to su76 is inferior in raw firepower. And twice the cost and more expensive tier as for now.
2 Nov 2017, 09:29 AM
#287
avatar of incognito

Posts: 85

Permanently Banned
Also, seeing as mainly team games patch, it would be good for community to see proper brit cancer nerfs. Specially off map concentration barrage, one click abilities and cancer pits. Double LMG too.
2 Nov 2017, 09:33 AM
#288
avatar of Array
Donator 11

Posts: 609

Also, seeing as mainly team games patch, it would be good for community to see proper brit cancer nerfs. Specially off map concentration barrage, one click abilities and cancer pits. Double LMG too.



The original fall balance patch had much of this in but it was some of the most controversial changesl, probably because many people want Brit to have a normal mortar instead of a pit at all rather than nerfing the pits/brace whatever so kind of hard to get a consensus given that isn’t going to happen
2 Nov 2017, 09:43 AM
#289
avatar of incognito

Posts: 85

Permanently Banned
jump backJump back to quoted post2 Nov 2017, 09:33 AMArray



The original fall balance patch had much of this in but it was some of the most controversial changes, probably because many people want Brit to have a normal mortar instead of a pit at all rather than nerfing the pits/brace whatever so kind of hard to get a consensus given that isn’t going to happen


Brace should have like 20 seconds ready time for emplacement to be in firing ready position. Because right now it has no penalty for using this super defensive abilitie.
2 Nov 2017, 10:37 AM
#290
avatar of Mr.Smith

Posts: 2636 | Subs: 17

@Mr. Smith & Miragefla. Tested double tap abilities that I know of. You got the ones that were more publically known, but missed some that are not.


Thanks for taking the time to test this for us


Cromwell and comet can both shoot a standard round and then fire off a smoke in quick succession. The 2nd round is not lethal because it's smoke but I think this works well this way; good for hit and run.


We only changed lethal abilities, since those are the abusive ones. Smoke shells should fire fast enough to operate similar to instant smoke screen, or the smoke mortar barrage.

I might be wrong (it's been a while), but I think double-tap fixes do affect White-phosphorus shells, though (on account of it being a lethal ability)


M26 Pershing has had its burst reduced but it definatly has a faster reload for the HVAP. It's pretty alright though, 5 second reload or soemthing.

KT good now. JT is in the same spot as pershing, can still get a APCBC shot off a bit faster but it's nothing major.


We can't "fix" this any further. Double-tap fixes for click-and-target abilities simply added a long aiming time (during which the tank can't really move). Adding additional aim time delays means that you would never realistically see use of those abilities anywhere other than cheatmod.


Got the M10 and Jackson double taps. Issue with jackson is that because of the reload speed of the unit and the ability time it's pretty difficult to get off any more than 2 HVAP. Used to get off 3 but stopping the aim time after an ability is used (which is a rough guess to how you nerfed certain units that have these abilities) makes it take a bit more time.


Units with abilities that require them to change their weapon have a weapon disable modifier for 4-5(?) seconds (just like KV-8 flamer swap), during which they "reload". Armed with that knowledge, you should pop those abilities before you decide to make contact with the enemy.

Perhaps, some of those abilities should be given a duration increase to compensate for the initial delay.


Elephant has a major bug out issue. If you pop TWP directly after a standard goes out, the result effect will not not allow the elephant to shoot for ~18 SECONDS! think it has something to do with the 10 second duration of TWP and the ~9 second reload of the elephant. So once the ability ends it wants to reload a standard round or something. It's weird. Could extend TWP ability by like 1-2 seconds to avoid that.


Noted.
2 Nov 2017, 10:43 AM
#291
avatar of ullumulu

Posts: 2243

Also, seeing as mainly team games patch, it would be good for community to see proper brit cancer nerfs. Specially off map concentration barrage, one click abilities and cancer pits. Double LMG too.


the joke is: most offmap call ins from brits doesnt need vision to call it anywhere on the map....so they can spam your OKW base with no view to it...really BS and cancer
2 Nov 2017, 10:57 AM
#292
avatar of some one

Posts: 935

I am a user of Jackson, I am happy as it is.

Main Jackson threat is diving Panthers, Jp4, Stugs, and Pz4 (not slowly moving KT or Tigers)

Jackon has a tendency miss to its main threat now. IN the patch I believe it will miss more ofthen. I pretty sure health would't help it.

increased cost make this unit too valuble losing it make the situation where enemies will acumulate armor even more.

I don't like new changes

2 Nov 2017, 11:03 AM
#293
avatar of Mr.Smith

Posts: 2636 | Subs: 17

https://www.coh2.org/replay/65019/dbp-1-1-elite-armor-vs-nkvd

The map is the updated version.

We didnt feel the cons changes, i felt that it was really easy to dominate cons early game


Conscript changes are primarily about their late-game scaling, and helping them get there more reliably, rather than relying on RNG hits to get veterancy. In the early game, Conscripts are meant to be at the same power level as before, or even slightly weaker.

The idea is that we want to force people to support Conscripts with something else, so that Conscripts can then support the rest of the faction later on. Whether you choose to build a sniper, or 1-2 penals or Maxims/mortars or elite infantry to support your conscripts, that is up to you.

The change, however, is to avoid introducing conscript spam into... conscript spam. However, when Conscripts do get to later vet levels they can stand their ground and are on par with upgraded grenadiers (or at least that's the intention).


Kubel seemed ok but i didnt try it vs other factions, gotta see vs usf and brits. I also noticed that the medics of the battlegroup hq seemed to go further, was the range modied like the fbp?


Yeah, it's on the changelog, under medic search radius or whatever.

Elite armor commnader seems perfect, except for that tank commander that seems kinda underpowered, could be changed or change it for other thing?


Unfortunately, in order for us to do any positive changes to any of the commanders, they have to be one of the 2-per chosen per faction.

Though, it's a pity because only tank commander and emergency repairs (will be useful post repair-speed nerfs) are dragging the commander down. Tank commander would also become more useful if P4 didn't cost so much fuel.

The repair speed didnt feel like a big change also but i had the mechanized engineers so maybe was because of that.


Mechanized engineers do act like a free sturmpioneer squad, which is fine since you have to retreat your stuff to base.


Ps: what are the posibilities on changing demos? :P


There exists some possibilty.

If you have the time and can grab somebody, we've very interested in the following matchups this week:
- OST vs Soviets (no Mother Russia, no PPSh)
- OST vs USF (try to see how hard you can abuse MGs vs USF with the smoke nade change, and try to see what the late-game looks like)

Also, let us know whether garrison changes will require grenades to deal less damage to buildings. I have a feeling that buildings that can blow up instantly will stop really being used past a couple of minutes into the game.

2 Nov 2017, 12:17 PM
#294
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1


We can't "fix" this any further. Double-tap fixes for click-and-target abilities simply added a long aiming time (during which the tank can't really move). Adding additional aim time delays means that you would never realistically see use of those abilities anywhere other than cheatmod.

Does this mean that if i use the abilities without having fired before, it will need a lot longer than before the patch to actually shoot?
2 Nov 2017, 12:19 PM
#295
avatar of Mr.Smith

Posts: 2636 | Subs: 17


Does this mean that if i use the abilities without having fired before, it will need a lot longer than before the patch to actually shoot?


Yep.
2 Nov 2017, 14:34 PM
#296
avatar of come on let's go

Posts: 131



1. I've used both Comets and Panthers against infantry, and I would take a pintle mounted MG over the comets main gun for damage. Comet is incredibly unreliable against infantry(its nice when it hits though).

WHAT?????????????

ARE YOU NUTS?????

WHAT GAME ARE YOU TALKING ABOUT DUDE????

panther has no running down capacity, no AI from maing gun and pintle sucks!

This is proof: clich here Your text..
2 Nov 2017, 14:38 PM
#297
avatar of come on let's go

Posts: 131

I am a user of Jackson, I am happy as it is.

Main Jackson threat is diving Panthers, Jp4, Stugs, and Pz4 (not slowly moving KT or Tigers)

Jackon has a tendency miss to its main threat now. IN the patch I believe it will miss more ofthen. I pretty sure health would't help it.

increased cost make this unit too valuble losing it make the situation where enemies will acumulate armor even more.

I don't like new changes



Is jackson more expensive?
More health will definetaly help!
I love jackson and always get them to vet 2-3 very fast, now it's going to be a pushover :hyper:

If you use jackson bulletins i assure you you will always win

2 Nov 2017, 14:39 PM
#298
avatar of come on let's go

Posts: 131



Brace should have like 20 seconds ready time for emplacement to be in firing ready position. Because right now it has no penalty for using this super defensive abilitie.


AGREE
2 Nov 2017, 15:09 PM
#299
avatar of zerocoh

Posts: 930

Thanks Mr. smith for FINALLY fixing the damn slowdown that ATGs got for no frigging reason. I can finally use them again. I can't tell how many games I lost because the ATs took forever to move around.

also, is the "ghost" ZiS bug fixed? It happens so frequently but it still hard to reproduce, I think it's cancelling the barrage that triggers it most of the times. Soviet mortar also has a similar bug where all crew retreat but the mortar itself get stuck.
2 Nov 2017, 15:09 PM
#300
avatar of blvckdream

Posts: 2458 | Subs: 1

Btw..Why no changes to Panzerfüsiliers?
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