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Beta Play Test

27 Sep 2013, 22:57 PM
#21
avatar of wooof

Posts: 950 | Subs: 1

jump backJump back to quoted post27 Sep 2013, 22:25 PMUGBEAR
hope JS-2 and T-34/85 buff to acceptable level, brummbar price reduction as well


way to continue your streak of derailing every possible thread with IS-2 complaints. seriously, there isnt even an IS-2 in the video.
27 Sep 2013, 23:07 PM
#22
avatar of UGBEAR

Posts: 954

jump backJump back to quoted post27 Sep 2013, 22:57 PMwooof


way to continue your streak of derailing every possible thread with IS-2 complaints. seriously, there isnt even an IS-2 in the video.


Why don't you say"Continue your streak of "brummbar"? BIAS too much,Reich fanboi?
27 Sep 2013, 23:18 PM
#23
avatar of Nullist

Posts: 2425

Permanently Banned
wow

changes that nobody can notice.

that's really great!
27 Sep 2013, 23:19 PM
#24
avatar of UGBEAR

Posts: 954

to pqumsieh:

Can you give us some hint?
2 of 2 Relic postsRelic 27 Sep 2013, 23:22 PM
#25
avatar of pqumsieh
Developer Relic Badge

Posts: 267 | Subs: 8

Just to answer a previous question, beta invites are closed for now. We'll likely open it up again in a few months.

Some have guessed correct, we're currently testing a new veterancy system. We're looking to better maintain unit roles through vet and avoid scenarios where units now take twice as many shots to die.

You might also notice some differences with the AT guns on both sides.
27 Sep 2013, 23:22 PM
#26
avatar of Enkidu

Posts: 351

I didn't notice a whole lot different but it's kind of hard to tell with that frantic setting. Seemed like your weapon teams retreated every time without messing around but that could have been lucky. Did the T2 building build faster or was that my imagination?
27 Sep 2013, 23:22 PM
#27
avatar of BartonPL

Posts: 2807 | Subs: 6

molotovs are thrown faster? new ability on engineers? changed reinforcements cost or what? srsly, changes aren't seen that much
27 Sep 2013, 23:32 PM
#28
avatar of Omega_Warrior

Posts: 2561

Just to answer a previous question, beta invites are closed for now. We'll likely open it up again in a few months.

Some have guessed correct, we're currently testing a new veterancy system. We're looking to better maintain unit roles through vet and avoid scenarios where units now take twice as many shots to die.

You might also notice some differences with the AT guns on both sides.

Sweet I got it right. Probably a good change, I always thought vet could be handled much better then having it be uniform for unit types.

It was really hard to tell since you were using your units and abilities together so well I couldn't make out how each one was performing alone.
28 Sep 2013, 08:24 AM
#29
avatar of GustavGans

Posts: 747


You might also notice some differences with the AT guns on both sides.


So do AT-Guns now actually hit something?
28 Sep 2013, 12:40 PM
#30
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1


Some have guessed correct, we're currently testing a new veterancy system. We're looking to better maintain unit roles through vet and avoid scenarios where units now take twice as many shots to die.


What are the implications on the mid to late game viability of infantry if they receive less defensive bonuses or do these changes affect mainly vehicle vet?
28 Sep 2013, 15:03 PM
#31
avatar of PaRaNo1a
Patrion 26

Posts: 600

jump backJump back to quoted post27 Sep 2013, 21:21 PMCon!
I don't see anything new...


I guess the fact that units now face the enemy and shoot even if you run away?
28 Sep 2013, 15:08 PM
#32
avatar of PaRaNo1a
Patrion 26

Posts: 600

me neither... and I was told by a bushmen that i have really good eyes


Copycat much wtf with the name?
28 Sep 2013, 15:27 PM
#33
avatar of Nullist

Posts: 2425

Permanently Banned


Copycat much wtf with the name?


l33t/caps name...

you lose.
28 Sep 2013, 15:30 PM
#34
avatar of PaRaNo1a
Patrion 26

Posts: 600

jump backJump back to quoted post28 Sep 2013, 15:27 PMNullist


l33t/caps name...

you lose.


Nullist, please go away... Hide in your dark corner.
28 Sep 2013, 15:31 PM
#35
avatar of Nullist

Posts: 2425

Permanently Banned


Nullist, please go away... Hide in your dark corner.


You mean 4u11is7.

And the only dark corneresque thing here is your avatar. Nice teen angst, bro.
28 Sep 2013, 15:38 PM
#36
avatar of PaRaNo1a
Patrion 26

Posts: 600

jump backJump back to quoted post28 Sep 2013, 15:31 PMNullist


You mean 4u11is7.

And the only dark corneresque thing here is your avatar. Nice teen angst, bro.


Jesus you are really in the mood to start trolling? I hope you play as well as you talk.
28 Sep 2013, 18:27 PM
#37
avatar of Nullist

Posts: 2425

Permanently Banned


Jesus you are really in the mood to start trolling? I hope you play as well as you talk.


Wtf is your problem?
28 Sep 2013, 18:40 PM
#38
avatar of DanielD

Posts: 783 | Subs: 3

Nullist doesn't actually play this game at all so it's a non issue.


I hope the veterency changes involve some buffs to conscript dps. Without ppsh they become pretty crummy vs vetted pgrens and grens.
29 Sep 2013, 01:15 AM
#39
avatar of JohanSchwarz

Posts: 409

Finally, a veterancy rework! I hope it'll be somewhat closer to its vCoH equivalent because I was getting tired of those invulnerable vet2 flame tracks.

Actually, pretty much every unit in the game becomes superman at vet 2 now that I think about it.
29 Sep 2013, 14:59 PM
#40
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1

I noticed that the atgs seem to be a bit more effective. Was the max range increased?

Was there a change to the t34 accuracy or was it just amplified by bad luck on pqumsieh's side? It seemed to miss a lot.

Conscripts still seem to perform in exactly the same manner as they did before.

Molotovs still have a rather high windup and are no threat to anyone not asleep. The person playing Axis was playing well (good unit preservation for the first 3/4 of the game, tank micro was good at the start but the panther rear charge... :P, not saying I would have been better in a hectic situation like that ;) ) and he/she didn't take any note worthy damage from Molotovs.
On a unrelated note, I think the artillery lost the Axis player the game.

The way the p4 went down it could be that the defensive buffs from vet2 were changed.

I also noticed that pqumsieh used the precision strike ability for the 120mm mortar and it seems that it is fixed now.

Thanks for sharing pquemsieh.
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