Login

russian armor

buildings

18 Sep 2013, 16:06 PM
#1
avatar of bogeuh

Posts: 89

my main problem with them is at the start of the game where they allow great protection to mg's and deny resources. which makes you lose the tech race, which makes you lose the game

no mg's in buildings like halftracks or seriously reconsider the placement, strenght and protection buildings offer.

i want to play an rts, not a race to the lamest campspot

- they shouldn't be more durable than a german bunker
- should be more consistent, in some buildings the troops are pretty safe, even from grenades.


i use the tactic aswell mind you, but it feels cheesy

a prime example is city 17
Only Relic postRelic 19 Sep 2013, 16:49 PM
#2
avatar of pqumsieh
Developer Relic Badge

Posts: 267 | Subs: 8

We are currently looking into the functionality of buildings. It's a fairly complex system unfortunately so a quality solution does take time.
19 Sep 2013, 17:26 PM
#3
avatar of Strummingbird
Honorary Member Badge

Posts: 952 | Subs: 1

It's a fairly complex system


Would it be possible to explain how the building cover system works?
19 Sep 2013, 17:37 PM
#4
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

- Dead angles in some houses.
- Units delayed when going out.
19 Sep 2013, 18:32 PM
#5
avatar of Qubix

Posts: 133

Sometimes Buildings fall down after one Rifle Nade, that has to be fixed too !
19 Sep 2013, 18:51 PM
#6
avatar of link0

Posts: 337

The main problem with buildings is that they crit so randomly. Losing a full squad inside a building that's at near full health is just way too random.
19 Sep 2013, 18:55 PM
#7
avatar of Cryptacide

Posts: 63

It looks like to me that buildings supply a 360 degree green cover status to units. I could see how how changing building cover "status" from green cover to something else would be a drastic change.

As for crits..do not want. Just weapon modifiers vs building would be fine. Extra damage from tanks, ATGs, and flames.
19 Sep 2013, 21:28 PM
#8
avatar of =][=mmortal

Posts: 215

soviets have molotovs and a good soviet will keep germans out of buildings in t1 and rush cutoffs. bad t1 gameplay
20 Sep 2013, 03:42 AM
#9
avatar of Adamantawesome

Posts: 85

soviets have molotovs and a good soviet will keep germans out of buildings in t1 and rush cutoffs. bad t1 gameplay


Replay of you putting a molotov in a building on city 17, and the MG actually not surviving.
20 Sep 2013, 08:49 AM
#10
avatar of OZtheWiZARD

Posts: 1439

Use mortars or ZiS on City 17. Collapse the buildings.
20 Sep 2013, 11:32 AM
#11
avatar of bogeuh

Posts: 89

the point is not how do you deal with buildings(i prefer the AT gun accuracy above mortar)

buildings have 2 variables

1/ size

in small buildings, troops are close together
=> vulnerable to grenades
in big buildings, troops are spread out
=> your grenade is no threat or you need luck to have a molotov land on the mg spot
(you know how the gunner gets replaced when he dies and the new guy goes sitting in the flames?) but as far as i know you don't have much power over where the molotov lands in a building

2/ strenght or hp

well some buildings just last too long compared to the duration of a game


now big and strong buildings near strategic important points give an undeserved advantage to the one that got in first (german mg42)

you can try all you want, but chances are big they're safe inside for the first 10 minutes of the game
20 Sep 2013, 12:00 PM
#12
avatar of OZtheWiZARD

Posts: 1439

I have this feeling that you're still talking about City 17 and Victory/ Fuel point next to north spam point.
You have to focus on other parts of the map and gain advantage this way. Shift to this point later, when you will have some decent firepower.
21 Sep 2013, 06:24 AM
#13
avatar of BabaRoga

Posts: 829

snipers killing units in buildings would solve that problem.

It is bit of a problem in larger games 3v3's and 4v4's, locking up fuel in first 10 min is huge advantage...
21 Sep 2013, 08:08 AM
#14
avatar of Turtle

Posts: 401

Only problem with snipers being 100% effective against units in buildings is that there is only a slow defensive response to it. It turns buildings into death traps instead of protective structures.

I'm not sure what could be done, but snipers might not be the answer, especially with the strengths of the Soviet sniper.
21 Sep 2013, 08:18 AM
#15
avatar of Nullist

Posts: 2425

Permanently Banned
A Sniper will still one-shot every time it hits a model in a building.

The hit chance may be reduced, but its still always fatal.

Imo Snipers are fine vs buildings.

Adjustment should prioritise
-Removing random building collapse crits.
-Perhaps reducing building cover when firing from < close range
(to indirectly emulate "assaulting" the building).
So that a unit firing INTO a building at <10 gets say 20% modifier, whereas unit firing OUT of a building at <10 still gets 0% modifier.
21 Sep 2013, 12:14 PM
#16
avatar of OZtheWiZARD

Posts: 1439

I agree that snipers are fine against buildings. It was just too easy before accuracy nerf. Deathtraps as said above.
21 Sep 2013, 14:36 PM
#17
avatar of =][=mmortal

Posts: 215



Replay of you putting a molotov in a building on city 17, and the MG actually not surviving.


lets balance off of 4v4s
21 Sep 2013, 15:14 PM
#18
avatar of Strummingbird
Honorary Member Badge

Posts: 952 | Subs: 1



lets balance off of 4v4s


It happens in other buildings as well, like with the church in Kholodny and Semois.
22 Sep 2013, 00:02 AM
#19
avatar of JohanSchwarz

Posts: 409

I'm pretty sure the idea that a Molotov does not kill squads fully in large buildings is a design choice.

Soviets have a big enough advantage over Ostheer for garrisoning and clearing buildings early game, it doesn't need to be bigger.
22 Sep 2013, 02:18 AM
#20
avatar of BabaRoga

Posts: 829

jump backJump back to quoted post21 Sep 2013, 08:08 AMTurtle
Only problem with snipers being 100% effective against units in buildings is that there is only a slow defensive response to it. It turns buildings into death traps instead of protective structures.

I'm not sure what could be done, but snipers might not be the answer, especially with the strengths of the Soviet sniper.


Ohh, my bad. I didn't realize that once you are in the building, you cannot exit anymore :huh:

Joke. I know what you mean. Personally I just dislike current design. Playing German atm, I just need to put Mg42 in the building to give me 10 min, free reign. Don't even need to pay attention what is happening with Mg42. If I want to extend the reign for bit further, gren squad and mortar supporting mg42 will usually give me another 5 min. (counter clown car and Russian mortar team. (I haven't actually timed, just example)

Its just a bit boring. If I play German or Soviet there are no variations, I know what will happen on the loading screen, who will build what and when... (3v3's and 4v4's)

atm 1v1 is the only mode that you can sort of say it can be fun.
But meeeeh, VCOH you had to be prepared for all kinds of tactics, counters, different units catching you unprepared and you had to constantly out-think and out-smart your opponent.
You don't pay attention for 2 min whats happening around your Mg in the building, and it is gone............
2 users are browsing this thread: 2 guests

Livestreams

New Zealand 68
unknown 2
Germany 1

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

981 users are online: 2 members and 979 guests
polytrack, skemshead
2 posts in the last 24h
10 posts in the last week
28 posts in the last month
Registered members: 50020
Welcome our newest member, polytrack
Most online: 2043 users on 29 Oct 2023, 01:04 AM