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Patch Notes 20/08/2013

21 Aug 2013, 12:24 PM
#101
avatar of hubewa

Posts: 928

The thing that makes this even worse was before, even in VCoH, the flammenwerfer/flamer car wasn't particularly prevalent.

Now vehicles can clear mines too....

The soviet ones are still decent but the German ones cost way.... too much to risk losing like this.
21 Aug 2013, 12:24 PM
#102
avatar of utmost
Patrion 14

Posts: 182

did everybody see the 3 new maps on video yesterday? road to kharkav 2-4,village fall 1-2,terek lanes 2-4 : )they show them at 51:00 +
21 Aug 2013, 12:29 PM
#103
avatar of hubewa

Posts: 928

jump backJump back to quoted post21 Aug 2013, 12:20 PMNullist
I will literally lol if I see Sov sweepers in particular. Not only is it a waste of munis vs flamer, but I wont have placed any Ost mines anyway! Double lol!


Inb4 new cheese strat

Engineers -> Sweepers

(With one exception. I may need a Teller in base to prevent KV8 rushes since Ost can no longer reliably Faust its engine. Good thing the KV8 cant pave its way with flames against mines... Oh, wait!)


Oh god... I can imagine a hilarious picture - KV-8 fires flames at retreating grens, setting off the teller, killing the grens ^^
21 Aug 2013, 12:40 PM
#104
avatar of wayward516

Posts: 229

jump backJump back to quoted post21 Aug 2013, 12:24 PMutmost
did everybody see the 3 new maps on video yesterday? road to kharkav 2-4,village fall 1-2,terek lanes 2-4 : )they show them at 51:00 +


Haven't had a chance to watch the stream yet. That's awesome! Are the new maps already in the game, or are they "coming soon"?
21 Aug 2013, 12:59 PM
#105
avatar of Riggsen

Posts: 51

I've seen a Soviet engi with mine clearance kit! I thought it was a dodo at first!
raw
21 Aug 2013, 13:21 PM
#106
avatar of raw

Posts: 644

jump backJump back to quoted post21 Aug 2013, 12:59 PMRiggsen
I've seen a Soviet engi with mine clearance kit! I thought it was a dodo at first!


I build one once. Then cursed myself that I didn't went flamer a minute later.

@Noun: Can you please consider separating arranged teams from random teams in matchmaking? It's simply boring to play vs. people that are sitting in teamspeak when you are with a random teammate.
21 Aug 2013, 13:28 PM
#107
avatar of Riggsen

Posts: 51

I think it would take too long to find games, but for what its worth I'd prefer that. I generally uncheck 2v2s unless I have a steam friend.... 3v3s and 4v4s there's generally never more than 2 players in TS or whatever.
21 Aug 2013, 13:32 PM
#108
avatar of hubewa

Posts: 928

So from these patch notes we conclude that two buildings/units/abilities are completely useless.

Not the Ost sniper
Not the T-34
Not the Brummbar

But Soviet minesweepers and S-fields.
21 Aug 2013, 13:47 PM
#109
avatar of Nullist

Posts: 2425

Permanently Banned
@Raw: Arranged team bracket is indeed the holy grail of RTS 2v2+
21 Aug 2013, 13:57 PM
#110
avatar of Vinyl41

Posts: 97

hey guys asking totaly out of curiosity did the patch actually change the t34/85 callin too or did they remain the same as before and are now an overpriced piece of junk compared to the stock t34/76 ?
21 Aug 2013, 14:01 PM
#111
avatar of Mauser

Posts: 255

jump backJump back to quoted post21 Aug 2013, 13:57 PMVinyl41
hey guys asking totaly out of curiosity did the patch actually change the t34/85 callin too or did they remain the same as before and are now an overpriced piece of junk compared to the stock t34/76 ?


Don't think the t34-85 got a damage buff, but the ram changes will affect it.
21 Aug 2013, 14:06 PM
#112
avatar of Nullist

Posts: 2425

Permanently Banned
Good point Vinyl.

T34/85 cost efficiency overlooked and worde than before.

I can only hope this is because Doctrine balance is the core of a future patch.
21 Aug 2013, 14:08 PM
#113
avatar of jmarks2001

Posts: 187

jump backJump back to quoted post21 Aug 2013, 08:59 AMMauser

...

Very glad about the 222 buff, will make upgrading it actually worth the investment.

...


Before anyone gets too excited about the 222 buff, it seems the increased damage of AT nades are causing them to go down faster than before. Last night, on two separate occasions, I managed to take a scout car down to a sliver of health with one AT nade and finish it off very quickly with small arms fire. Previously, the scout car would be able to get away or inflict enough damage on a single Conscript squad to force them to retreat before they could finish it off.

raw
21 Aug 2013, 14:09 PM
#114
avatar of raw

Posts: 644

jump backJump back to quoted post21 Aug 2013, 13:28 PMRiggsen
I think it would take too long to find games,


Possibly, but I don't think it would be much. I'd take waiting a couple of minutes over wasting 30 minutes of my time anyday. This also goes both ways. Rolling over a RT with my friend isn't exactly entertaining.

Before anyone gets too excited about the 222 buff, it seems the increased damage of AT nades are causing them to go down faster than before.


Seems to me to be about the same as before the patch.
21 Aug 2013, 15:22 PM
#115
avatar of HPL637

Posts: 1

Hello

Am I the only one with no replays available ?

I have just launched the game tody and all seems to have disappeared but the files are still there :(

Please anyone, any ideas ?
21 Aug 2013, 15:42 PM
#116
avatar of TychoCelchuuu
Senior Caster Badge

Posts: 1620 | Subs: 2

New patch = can't watch old replays. The game now filters replays from older patches which is actually good, because in the old days you would forget they were from an older patch and watch them and get a sync error.
21 Aug 2013, 15:44 PM
#117
avatar of computerheat
Honorary Member Badge
Benefactor 117

Posts: 2838 | Subs: 3

jump backJump back to quoted post21 Aug 2013, 15:22 PMHPL637
Hello

Am I the only one with no replays available ?

I have just launched the game tody and all seems to have disappeared but the files are still there :(

Please anyone, any ideas ?


Replays from previous patches will not work with new patches.
21 Aug 2013, 15:57 PM
#118
avatar of UGBEAR

Posts: 954

jump backJump back to quoted post21 Aug 2013, 13:57 PMVinyl41
hey guys asking totaly out of curiosity did the patch actually change the t34/85 callin too or did they remain the same as before and are now an overpriced piece of junk compared to the stock t34/76 ?


T-34/85 is piece of junk since alpha, and BTW, soviet T3 still less useful than a T4 for the inevitable PZIV spam
21 Aug 2013, 16:19 PM
#119
avatar of Papinak

Posts: 53

jump backJump back to quoted post21 Aug 2013, 13:21 PMraw

@Noun: Can you please consider separating arranged teams from random teams in matchmaking? It's simply boring to play vs. people that are sitting in teamspeak when you are with a random teammate.


NEVER! This thing killed 3v3 and 4v4 team games in vCOH cuz it was impossible to find any team to play against. So if wanted to play 3v3 or 4v4 game with your friends, you have to go for custom game and then wait and pray till or ever any other random 3 or 4 people will fight. This killed vCOH for me and my friends cuz it took many many minutes to play a game (and after lets say 20 minutes of waiting they got owned and quit in 10 minutes).

Consider how long does it take to find enemy even in 2v2 right now. Separating team and nonteam games in COH2 (game with very low active players) will lead to fast end of teamgames in general.
Lets compare it with SC2, theres no arranged vs non arranged ladders and the game is still fun to play everytime with almost no waiting time between matches. Why is it so?
21 Aug 2013, 17:50 PM
#120
avatar of mariens

Posts: 90

in my opinion there should be 2v2 at and 2v2 random as 2 different game modes, maby u could choose what you wanna play when u with team mate vs teams for some challenge or vs random for some luls. at the moment when its mixed its not fun and in general skill level in team games is way lower couse of that, playing vs noobs all the time makes you play way worse then vs teams. atleast 2v2 needs to be separated, 3v3 and 4v4 can stay mixed
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