Ostwind Overbuffed?
Posts: 3423 | Subs: 1
I still don't understand why you are so agressively opposed to even a slight AOE adjustment
There's such a range of nerfs you can do to units in this game. No one's talking about undoing most of the buffs, just tweaking like 1 stat
Posts: 4474
Yes and again we're talking about a little nerfif u change the AOE it will nerf single squad performance too, unless u increase max model to 3, which is the same ans centaur
I still don't understand why you are so agressively opposed to even a slight AOE adjustment
There's such a range of nerfs you can do to units in this game. No one's talking about undoing most of the buffs, just tweaking like 1 stat
Posts: 3423 | Subs: 1
if u change the AOE it will nerf single squad performance too, unless u increase max model to 3, which is the same ans centaur
Again, you can adjust it in several ways
You could also buff its MG instead of increasing the cap
Posts: 2358
Yup but the AOE difference still gives the Ostwind an edge, even with the cap
The cap prevents the Ostwind from being crazy OP
That i is your opinion again, shrouding a clear balance between ostwind and centaur.
To axis it hurts more to drop models faster to allied it hurts more to stop blobs. See? Balance In all things
Posts: 682
while they're at it, they should reintroduce the minimum range, those wertloser ungelernter arbeiters / volkssturm that arrive in the vehicle would probably be hiding in that open top turret instead of firing on the bolsheviks charging in
Posts: 2358
Wasn't talking to you sweetie. It's okay for people to disagree, you'll learn that when you grow up!!
But I AM talking to you and you cant answer back.
Talking about growing up you clearly dont leave a good example...
Your point is: AoE is too much!
Everyone counterpoint is: 1.There is a balanced counterpart (centaur)/ 2.It gives a different midgame strategy other than P4s/ 3.It was a meme before because of poor AI performance (and you want to nerf it)/ 4.Facts beat opinions.
Want to Touch ostwind?, then nerf centaurs, AAHT, Quads also.
So yeah, that pretty much sums it up. 4 points vs 1.
Posts: 130
ostwind should simply be superior to the centaur both in armor and in power (although in reality the ostwind firing rate was very high and is not represented in the game)
but as it is now in the game it's fine, I don't see that overbuff
For gameplay, it's unfair for centaur to be inferior because UKF simply got no indirect fire to counter infs and team weapons without certain commanders. Centaur should shoulder the tasks that rocket art do in other factions except USF.
But now, Ostwinds performs better in wiping multiple squads, countering light tanks and hunts retreating units.
Posts: 32
For gameplay, it's unfair for centaur to be inferior because UKF simply got no indirect fire to counter infs and team weapons without certain commanders.
it is not unfair that it is inferior, it is unfair that unit can annihilate an entire squad in a short range.
also continues to do his role well only that he no longer unfairly annihilates skirts just by turning a corner
Posts: 17914 | Subs: 8
it is not unfair that it is inferior, it is unfair that unit can annihilate an entire squad in a short range.
also continues to do his role well only that he no longer unfairly annihilates skirts just by turning a corner
20+ seconds is not a short time.
Posts: 32
20+ seconds is not a short time.
I don't know what you know by near range
but you know that with its high firing rate and AOE they could pulverize a squad in seconds
that's why he was nerfed,search the patch notes
20 second...
Posts: 17914 | Subs: 8
I don't know what you know by near range
but you know that with its high firing rate and AOE they could pulverize a squad in seconds
that's why he was nerfed,search the patch notes
20 second...
If you have ostwind or centaur at near range next to your infantry, its massive L2P issue.
It doesn't matter what tests says in that situation, because its unrealistic situation.
20+ ranges are viable testing ranges.
Posts: 32
If you have ostwind or centaur at near range next to your infantry, its massive L2P issue.
It doesn't matter what tests says in that situation, because its unrealistic situation.
20+ ranges are viable testing ranges.
Do you know the realistic vision of coverage in the game? Do you know the flank?
All the confrontations you have in the game is face to face?
the problem that the centaur had was that when you went with your squad through an urban area and turned a corner and a centaur was behind the corner, they could annihilate you almost without time to react
the problem that the centaur had was that when you went with your squad through an urban area and turned a corner and a centaur was behind the corner, you could annihilate it almost without time to react.
look again at the patch notes
(since they seem to have a bad memory)
oh and stop using L2P for everything.
Posts: 17914 | Subs: 8
Do you know the realistic vision of coverage in the game? Do you know the flank?
All the confrontations you have in the game is face to face?
the problem that the centaur had was that when you went with your squad through an urban area and turned a corner and a centaur was behind the corner, they could annihilate you almost without time to react
the problem that the centaur had was that when you went with your squad through an urban area and turned a corner and a centaur was behind the corner, you could annihilate it almost without time to react.
look again at the patch notes
(since they seem to have a bad memory)
oh and stop using L2P for everything.
Do you know to press retreat when you run into very unfavorable situation?
Apparently not.
Also, no one sane will park their vehicle in a place where infantry can just pop from round the corner and faust it, but then again, reading your posts, we're clearly not talking sane plays.
Posts: 130
it is not unfair that it is inferior, it is unfair that unit can annihilate an entire squad in a short range.
also continues to do his role well only that he no longer unfairly annihilates skirts just by turning a corner
I'm talking about factions. OST now have 3 kind of late game AI specialist.
My ideal: lower T3 tech price and make Ostwind could be built in T0 building once T3 tech completed. Lower it's performance and price to change its role as a light tank in other factions. Puma could also be benefited from this kind of overhaul.
Posts: 32
Do you know to press retreat when you run into very unfavorable situation?
Apparently not.
Also, no one sane will park their vehicle in a place where infantry can just pop from round the corner and faust it, but then again, reading your posts, we're clearly not talking sane plays.
I find it incredible that it seems strange or bad play to use an AA to cover access roads to avoid the flank of enemy infantry
but seen it seems that we do not play the same game, if you do not know things as basic as that ...
For now your words are only smoke, even more when I told you 3 times to look at the notes of the previous patch.
(which you don't really need because you know it and remember it)
katitof:
Do you know to press retreat when you run into very unfavorable situation?
Apparently not.
Do you know the term "no time to react"?
and again, read the notes of the previous patch that you know why he was nerfed
I'm talking about factions. OST now have 3 kind of late game AI specialist.
My ideal: lower T3 tech price and make Ostwind could be built in T0 building once T3 tech completed. Lower it's performance and price to change its role as a light tank in other factions. Puma could also be benefited from this kind of overhaul.
is that ostwind is not a light tank and I consider that your solution is very drastic for a unit that does not cause any serious (or medium) problems to balance
Posts: 4474
no look at the videos
For gameplay, it's unfair for centaur to be inferior because UKF simply got no indirect fire to counter infs and team weapons without certain commanders. Centaur should shoulder the tasks that rocket art do in other factions except USF.
But now, Ostwinds performs better in wiping multiple squads, countering light tanks and hunts retreating units.
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