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New Commander patchnotes discussion thread

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21 Mar 2019, 11:25 AM
#101
avatar of Esxile

Posts: 3602 | Subs: 1



The problem is that at 7 minutes, with a couple of g43 upgrade , usf infantry will be shredded until a double bar upgrade that could keep rifles competitive, but not stronger than fusiliers. On long range maps you have no chance to reach a close combat position. I think people underestimate this unit , it has an amazing survivability combined with vision and snare, i think it is the only elite infantry with snare actually.


Falls also have snares.
21 Mar 2019, 11:27 AM
#102
avatar of Onimusha

Posts: 149

jump backJump back to quoted post21 Mar 2019, 11:25 AMEsxile


Falls also have snares.


Yeah, forgot of them , sorry.
21 Mar 2019, 11:40 AM
#103
avatar of Kharn

Posts: 264

Reading the Assault Grenadier Changes,

They still sound awful, they should just come with 6 guys because the changes made don't seem that significant. The squads main problem is surviability, it's dps is "alright" and I see changes to make them better. But they'll still get wrecked by allied infantry. Especially with there being more rangers and the british also getting close combat upgrades.

Copy paste the assault engineers from the USF and then you'd have a solid 0 cp unit. But I doubt assault grens will fullfill that role. Also I see nothing to address how horrendously overpriced their infiltration nades cost. Replace it with a flame nade, a single nade, or treat them like OKW where its 15 but you have to be out of combat. Nobody wants to spend 45 munitions on the most predictable grenade in the game other than the molotov.

My two cents.
21 Mar 2019, 11:50 AM
#104
avatar of Lago

Posts: 3260

On Panzerfusiliers, I see a couple of solutions to them being spammed out in place of Volks.

1: Gate them behind the first truck call-in like the 221 and flame grenade. You can still start with a load of Panzerfusiliers, but you'll have a 100 MP kick in the early field presence.

2: Make them a call-in with a long cooldown like Assault Engineers and Pathfinders. Then you can go full Panzerfusiliers, but you'll amass them much more slowly. That'll kick you in the map control.
21 Mar 2019, 12:09 PM
#105
avatar of Stark

Posts: 626 | Subs: 1

jump backJump back to quoted post21 Mar 2019, 11:40 AMKharn
Reading the Assault Grenadier Changes,

They still sound awful, they should just come with 6 guys because the changes made don't seem that significant. The squads main problem is surviability, it's dps is "alright" and I see changes to make them better. But they'll still get wrecked by allied infantry. Especially with there being more rangers and the british also getting close combat upgrades.

Copy paste the assault engineers from the USF and then you'd have a solid 0 cp unit. But I doubt assault grens will fullfill that role. Also I see nothing to address how horrendously overpriced their infiltration nades cost. Replace it with a flame nade, a single nade, or treat them like OKW where its 15 but you have to be out of combat. Nobody wants to spend 45 munitions on the most predictable grenade in the game other than the molotov.

My two cents.


1. Price of nades was reduces. Currently its' 30 ammo i think

2. Assualt grens are a good squad early game, they don't need twick in that stage (expect those already presented in a commander mode - so smaller target sizes). As you correctly notice they are having hard times vs elite or high vetted infantry which is mid and late game. Therefore you have an upgrade to buff this unit later on. If i change anything it would be additionaly free medkit

3. Personally i really like those changes and i think Assualt grens as a unit should be in right spot now
21 Mar 2019, 12:20 PM
#106
avatar of Farlon

Posts: 184

More bugs spotted
1. Thompson SMGs for assault Tommies are invisible, they still do damage.
2. If you upgrade UC with flamer, you have the option to also give it a Vickers, they will both work and do damage.
3. Panzerfusilliers with G43s can upgrade with a single panzershreck after they pick up a weapon.

1.

2.

3.


As for feedback:
Soviet:
1. I love the idea of SVT drop for Soviet airborne and wouldn't mind seeing more abilities like that.
The rest feels ok.
2. Might be a better idea to move the satchel from Pgrens to Pioneers or Assault Grenadiers.
3. New Tiger Ace feels much better than the one we had before. Would be nice to have a weaker version of TWP back on it.
4. I'm worried about Pfusis, I'd remove tactical advance from grand offensive and panzershreck upgrade should probably block their vet 5 sprint.
5. Rangers might be too cheap for what they are.
The rest is alright.
21 Mar 2019, 12:25 PM
#107
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

jump backJump back to quoted post21 Mar 2019, 11:40 AMKharn
Also I see nothing to address how horrendously overpriced their infiltration nades cost. Replace it with a flame nade, a single nade, or treat them like OKW where its 15 but you have to be out of combat. Nobody wants to spend 45 munitions on the most predictable grenade in the game other than the molotov.

My two cents.


I'm pretty sure their nade assault is 30 munitions. And ok, that's double of what okw pays, but it's very effective versus team weapons and blobs nonetheless. I'd say it's okw that pays too little for it.

Their base performance is pretty decent (except against usf IMO), but I'm not that sure about the 6 men upgrade. You pay 60 munitions for a weak model. Meanwhile, with infantry doctrine, 60 munitions gives you a comparatively stronger model, a G43, free medkits, lower RA and lower cooldown. I think the assault grenadier upgrade should be tied to veterancy or provide more usefulness aside from the extra model (e.g. 1 stg, a bit of armor, free medkits, etc).
21 Mar 2019, 13:11 PM
#108
avatar of Onimusha

Posts: 149

Rear echelon spam strat with rifle nade could be broken in some maps, really. Very cheap, triple RE will deny every engagement.
21 Mar 2019, 13:32 PM
#109
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15



Do you have pics? I checked the Ardennes Assault Rangers but they seem to have the same skin as the multiplayer Rangers.


Thanks. Will have a look at it.


I will post pics later, but this new skin show up in the second mission as Fox Company.

Others new skins for Panzerfusilier and Falls pop up in Ardennes Assault too.
21 Mar 2019, 13:35 PM
#110
avatar of Katitof

Posts: 17914 | Subs: 8

Sorry if this has already been mentioned, but is the SVT drop free? I don't see any price tag..

45 mun, its massive DPS increase for combat engies, but marginal one for cons(think of much weaker single BAR).

Rear echelon spam strat with rifle nade could be broken in some maps, really. Very cheap, triple RE will deny every engagement.


They have minimal range aka exploitable disadvantage.
Use 2 panzer grens/sturmpios/ass engies against that blob and watch it melt like a butter on a hot pan.

Sprice will give us some entertainment with RET spams, but its not going to be competitive against anyone who is capable of reading patch notes.
21 Mar 2019, 13:42 PM
#111
avatar of aerafield

Posts: 3032 | Subs: 3

Is the moving accuracy modifier of the Fusilier G43 0.8 like the Ostheer version? If that is the case - and if the balance team thinks that Fusiliers scale a bit too well (I am not sure about that)- then maybe the veterancy 2 accuracy modifier should get slightly nerfed from 1.4 to 1.3

Or decrease the package price from 90 to 60 and give them 2 G43s instead of 3.
21 Mar 2019, 14:10 PM
#112
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

It's nice to see changes made improving other commanders. Elite Troops Doctrine will probably make a big comeback if the changes to the Tiger Ace make it to the final version.


USF - Urban Assault
RE rifle grenades are interesting, maybe they could be given demos as well, to help deny garrisons as well as clear them.

As others have said this commander would be so much better, and have so much more utility if it had the 76mm or easy8 sherman. With that change it would be a really solid commander.

British - Lend Lease Assault
The M3 half-track should definitely be replaced by the M5, so that the Brits have another option for early light armour.

The M10 feels out of place. The Brits already have plenty of decent armour, what they could use is more early game light armour options. So I'd much rather see them get a Stuart or M8 to help with their early game.


Soviet - Airbourne
Airborne Guards certainly need a lot more utility, perhaps in the form of grenades and/or weapon upgrades.
Perhaps they could get extra powerful PTRS rifles and a weaker version of mark target ability.

Switching the IL-2 rocket strafe to a loiter would improve this commander a lot. At the moment the lack of decent AT options means there wouldn't be much point in picking this commander.

Overall this commander feels very underpowered, I can't see it being picked much.


Wehrmacht - Strategic Reserves
This commander is incredibly powerful, the only thing stopping it from being OP is the lack of an air support call-in.
I can see this commander becoming the new favourite in all game types.


OKW - Grand Offensive
As mentioned by others, I think the shrek upgrade for panzerfusilliers should be limited to one shrek.
Especially as the commander also has tactical movement. Which when used with MP40 and shrek blobs could turn the commander into a blob specialist.

I'm sure they'll still be blobbed in team games, but at least it will limit that in 1v1 & 2v2.
Other than that the changes to them are great and makes them much more useful and interesting.
ddd
21 Mar 2019, 14:11 PM
#113
avatar of ddd

Posts: 528 | Subs: 1

Why does british m10 have american crew inside?
21 Mar 2019, 14:14 PM
#114
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Double post instead of edit. Sorry!
21 Mar 2019, 14:20 PM
#115
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Just a few items of feedback I noticed while briefly testing last night.

- Airborne Guards feel pretty strong with 3X DP but need to have their veterancy redone as they currently have the crappy PPSH Guard Vet (Trip Wires and nobody wants Grenade range at Vet 3 for smoke grenades lol).
In addition to standard Racc/Acc I'd like to see something like Vet 1 Self Heal and Vet 3 Suppressing Fire Ability similar to Paratroopers or Obers.

- Oorah and Smoke Grenades feel really out of place on this unit - LMG units don't need to close distance and smoke just clouds their own max distance attacks. Consider changing them to something more usable or thematic?

- SVTs Drop either feels like it does not work or doesn't provide a meaningful DPS boost for Cons. Might be a little weak?

- I'm on the fence about the AT strafe. For the price it's not bad but I'd just see people using it to cheese wipe units in garrisons instead of using it on snared/stunned tanks as intended. I know it's not thematic but I'd hope for a Command T34/85 or some kind of armor call-in to be the commander's late game AT option since the commander is already pretty munitions heavy. OR offering Guards another way to slow down tanks to combo with strafe would be a great idea as well.

- Another thematic option might be some kind of "spotting plane" upgrade for SU85 and/or T34 which would let them call down a watered down Mark Target that provides just LOS and maybe increased accuracy.

- Panzergrenadier satchels seem superfluous with bundle grenade. Maybe change it to sticky satchel with Shrek upgrade and give them something else for AI/utility.

- If Radio intercept is unable to be fixed I'd strongly advocate for reworked Assault Artillery from Breakthrough :)

- RE Rifle Nade Squads seem very buggy - when you try to use them they end up trying to close to 0 distance and hug the squad they are attacking. Some kind of AI problem it looks like.

- Calliope still doesn't feel lethal enough. Maybe add a rocket damage increase at vet 2 or something?
21 Mar 2019, 14:47 PM
#116
avatar of Farlon

Posts: 184

Just a few items of feedback I noticed while briefly testing last night.

- Airborne Guards feel pretty strong with 3X DP but need to have their veterancy redone as they currently have the crappy PPSH Guard Vet (Trip Wires and nobody wants Grenade range at Vet 3 for smoke grenades lol).

- SVTs Drop either feels like it does not work or doesn't provide a meaningful DPS boost for Cons. Might be a little weak?

They don't have trip wires and SVT doesn't work, you might have noticed that it gives you 25 muni on pick up (ability itself costs 45, good trade tbh)
21 Mar 2019, 14:48 PM
#117
avatar of pialpha

Posts: 1

I don't think I've seen this posted anywhere:
Bolstering sections with the mod enabled makes them cost 350 with 35 reinforce cost. It doesn't matter if the new commander is selected or not.
21 Mar 2019, 14:59 PM
#118
avatar of Grim

Posts: 1096

Strongly oppose the panzerfusillier changes as they will ruin team games.

Some have suggested limiting them to one pzshrek but that might bring about the same issues as the old volkshrek blobs.

21 Mar 2019, 15:00 PM
#119
avatar of ullumulu

Posts: 2243

IF double schreck on one doc squad op (while all other faction get them without docs..and yes piats are stronger) than give them AT rifles...the same like guards have. so they dont lack AI too much...dont lack misses all the time and can fight armor at far range effectivly
21 Mar 2019, 15:01 PM
#120
avatar of Katitof

Posts: 17914 | Subs: 8

IF double schreck on one doc squad op (while all other faction get them without docs..and yes piats are stronger) than give them AT rifles...the same like guards have. so they dont lack AI too much...dont lack misses all the time and can fight armor at far range effectivly

I wouldn't mind that at all.

Maybe then, if you actually had PTRS on axis unit you would actually used it and realize how "op" it really is.
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