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SBP Change Notes

21 May 2018, 14:47 PM
#101
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

jump backJump back to quoted post21 May 2018, 14:15 PMEsxile
Buildings have 2 doors minimum.


The 2 fuel structures on faymonville approach would like a word with you.
21 May 2018, 14:50 PM
#102
avatar of Esxile

Posts: 3602 | Subs: 1



The 2 fuel structures on faymonville approach would like a word with you.


ah yeah maybe they are the only one.
21 May 2018, 15:52 PM
#103
avatar of Sander93

Posts: 3166 | Subs: 6

jump backJump back to quoted post21 May 2018, 14:50 PMEsxile


ah yeah maybe they are the only one.


There's plenty of one door houses in 3v3 and 4v4 maps. But that is besides the point.
21 May 2018, 16:51 PM
#104
avatar of murky depths

Posts: 607

Is the MG in the building facing the wrong way this entire time the squad is running up to throw the satchel?
21 May 2018, 17:10 PM
#105
avatar of Sander93

Posts: 3166 | Subs: 6

Is the MG in the building facing the wrong way this entire time the squad is running up to throw the satchel?


The point was that no one is complaining about Allied satchels and nuke grenades being very good antigarrison tools doing huge model/hp damage, while for some reason everyone is going apeshit about OKW flame grenades that barely kill one model before exiting the building.
21 May 2018, 17:27 PM
#106
avatar of Katitof

Posts: 17914 | Subs: 8



The point was that no one is complaining about Allied satchels and nuke grenades being very good antigarrison tools doing huge model/hp damage, while for some reason everyone is going apeshit about OKW flame grenades that barely kill one model before exiting the building.


Allied nades were nerfed and nerfed and nerfed again to the current level.
Strongest nades belong to axis.
If you lose anything mobile to satchel, you might want to stop doing 5 minute naps during games.
21 May 2018, 17:35 PM
#107
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post21 May 2018, 17:27 PMKatitof


Allied nades were nerfed and nerfed and nerfed again to the current level.
Strongest nades belong to axis.
If you lose anything mobile to satchel, you might want to stop doing 5 minute naps during games.

That is incorrect pls stop spreading misinformation.
21 May 2018, 17:42 PM
#108
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post21 May 2018, 17:35 PMVipper

That is incorrect pls stop spreading misinformation.

Strength of ability is also influenced by how common it is.
Both axis factions have this ability on multiple stock AND doctrinal units, while only 1 allied does, on a singular unit, which is also doctrinal.
Satchel charges and heavy gammon bombs are not grenades.
21 May 2018, 17:53 PM
#109
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post21 May 2018, 17:42 PMKatitof

Strength of ability is also influenced by how common it is.
Both axis factions have this ability on multiple stock AND doctrinal units, while only 1 allied does, on a singular unit, which is also doctrinal.
Satchel charges and heavy gammon bombs are not grenades.

In that case Allied allied grenades more powerful since rifle-grenades and flame-grenades are not grenades, and USF/UKF have stock grenades on their mainline infantry while Axis do not.

In any case you statement is misinforming since you fail clarify your own personal criteria that make Axis grenade the "strongest" (and everything else as it seems in your opinion).
21 May 2018, 18:03 PM
#110
avatar of Array
Donator 11

Posts: 609

Will you two stop it already or do this stuff via pm?
21 May 2018, 19:42 PM
#111
avatar of Puppetmaster
Patrion 310

Posts: 871

jump backJump back to quoted post21 May 2018, 17:53 PMVipper

In that case Allied allied grenades more powerful since rifle-grenades and flame-grenades are not grenades, and USF/UKF have stock grenades on their mainline infantry while Axis do not.


Are you feeling ok? Why do they have grenade in the name and some how are not grenades.
21 May 2018, 20:42 PM
#112
avatar of swordfisch

Posts: 138




OKW wouldn't need these tools if every faction had nondoctrinal tools, specifically flamethrowers. Instead we have lava grenade, and up until a few days ago, no indirect to clear garrisons well. (You had smoke yes, but dropping a flame nade in a garrison doesn't help too much when a 2x BAR rifle comes out and is ontop of you.)


They have been given tools in way of better ISG and flak HT garrison buff as I have already touched on that they didn't have when flame nade was introduced.

So you've not really got a leg to stand on for why they should not have to pay for anything, all you do is deflect to USF which I've already lectured you on. (and they don't get flamers either bud)
21 May 2018, 21:14 PM
#113
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4



They have been given tools in way of better ISG and flak HT garrison buff as I have already touched on that they didn't have when flame nade was introduced.

So you've not really got a leg to stand on for why they should not have to pay for anything, all you do is deflect to USF which I've already lectured you on. (and they don't get flamers either bud)


the ISG FINALLY got buffed after about 3 years of being shit against garrisons. Clap. Flak track and luchs have always been garbage vs garrisons. A "buff" from laughable to not good enough doesn't make a unit good. Especially if your argument is to build a flaktrack to just clear garrisons.
21 May 2018, 22:25 PM
#114
avatar of Vipper

Posts: 13496 | Subs: 1



Are you feeling ok? Why do they have grenade in the name and some how are not grenades.

In that case gammon bombs are grenades also since their official name is "No. 82 grenade". In addition then molotovs are also grenades.

My point is simple the claims that:
"Allied nades were nerfed and nerfed and nerfed again to the current level." "Strongest nades belong to axis." are simply incorrect.

(latest patches changes had axis model 24 grenades nerfed, concussion grenades nerfed,shock troops grenades buffed, guard grenade buffed, they only allied grenade nerfed recently was gammon bomb that was brought inline with Bundle grenade that was nerfed first)
21 May 2018, 23:16 PM
#115
avatar of murky depths

Posts: 607



The point was that no one is complaining about Allied satchels and nuke grenades being very good antigarrison tools doing huge model/hp damage, while for some reason everyone is going apeshit about OKW flame grenades that barely kill one model before exiting the building.


Going down that route would just lead to bitching about rifle nades' range, bundle nades' short fuse, etc.

EDIT: Lol, didn't read the posts after your response to me before writing this and heyyyyyyyy.

I'm so tired of this allies v axis crap.
21 May 2018, 23:27 PM
#116
avatar of tightrope
Senior Caster Badge
Patrion 39

Posts: 1194 | Subs: 29



The point was that no one is complaining about Allied satchels and nuke grenades being very good antigarrison tools doing huge model/hp damage, while for some reason everyone is going apeshit about OKW flame grenades that barely kill one model before exiting the building.


We are talking about garrison denial. Good players dodge high explosives and then jump back in easily unless you do a really nice set up, in which case you deserve that reward of high damage.

Flame grenades keep burning, stopping you from getting back in. I suppose satchels do too but they are also more expensive and on a specialised squad. By destroying the building they also deny its use to the soviet player as well which may not be desirable.
22 May 2018, 00:21 AM
#117
avatar of voltardark

Posts: 976

First comments on the patch:
Good first impression;
New depth;
In 2vs2 : Double OKWs are the best and still a bit too strong.
In 4vs4 : Same has above with 4 OkWs in a team.
Allies light vehicle play is overpowered by Axis AT options.
Sovs conscrits still lack durability.
Ifra red truck + walking stukas still too good.
USA need a jeep to compensate all nerfs.

Overall a very good job thanks !
22 May 2018, 07:40 AM
#118
avatar of Kurfürst

Posts: 144

If lava nades on volks are such an issue, why not change them back to normal Model 24 granades, but with buffed damage against units in buildings, emplacements, heavy cover etc? And maybe keep the flame granade for the Feuersturm docrtine.

The original reason for their inclusion was to provide anti-garrison for OKW (and that was before lot of other anti-garrison tools that OKW has now), so a copycat molotov was given to them. I do not see why the lava granade cannot be now replaced with something that is still effective against units in buildings, but w/o area denial and dot damage… and also something that is historically more accurate.
22 May 2018, 18:15 PM
#119
avatar of thedarkarmadillo

Posts: 5279

If lava nades on volks are such an issue, why not change them back to normal Model 24 granades, but with buffed damage against units in buildings, emplacements, heavy cover etc? And maybe keep the flame granade for the Feuersturm docrtine.

The original reason for their inclusion was to provide anti-garrison for OKW (and that was before lot of other anti-garrison tools that OKW has now), so a copycat molotov was given to them. I do not see why the lava granade cannot be now replaced with something that is still effective against units in buildings, but w/o area denial and dot damage… and also something that is historically more accurate.

Tbh I think that's the best direction. Flavor wise it's a bit silly that firestorm replaces a flame option with a non flame option but besides that the flame nade was a bad stock inclusion making volks a bit omni potent. All in all I think automatic weapons are underwhelming against garrisons and would love to see pios, strums and snappers fare a bit better when face hugging a garrison to provide a bit more depth as well as lessen the weakness losing the flame nade would present
22 May 2018, 21:41 PM
#120
avatar of Rocket

Posts: 728

If lava nades on volks are such an issue, why not change them back to normal Model 24 granades, but with buffed damage against units in buildings, emplacements, heavy cover etc? And maybe keep the flame granade for the Feuersturm docrtine.

The original reason for their inclusion was to provide anti-garrison for OKW (and that was before lot of other anti-garrison tools that OKW has now), so a copycat molotov was given to them. I do not see why the lava granade cannot be now replaced with something that is still effective against units in buildings, but w/o area denial and dot damage… and also something that is historically more accurate.


This would make sense. One comparable to riflemen grenades, not some new op nade with no wind up time etc that relic invented out of their ass that no one even suggested (lava nade currently on volks). Works vs mgs in garrisons, works vs support weps, works vs blobs, works vs idiots not paying attention or tricky set ups but can be dodged with good micro like the grenades on riflemen.

DOES NOT deny garrisons to every other allied unit from the very start while allowing okw to exploit the same garrisons or deny cover for long periods at a time while doing good impact dmg.
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