Btw I know mods auto close threads for hacking accusations but please let this one live. Not only does it show how good new su76+sniper vs ostheer is, but that Paulina rages even if he wins. |
Paul you made 1 demo on a VP, give it a break. Watch the game from my perspective before crying at least. There's a new follow camera feature, you can watch my hack for yourself.
Explain why I hit all mines on west fuel. Explain why I lost 3 pz4 by running them into obvious death. Explain why I ran squads in 1v5 situations where they would be guaranteed to die. Best of all, explain why I'm dodging demos on West and mid VP that didn't even exist.
I hope a caster casts these games from my perspective and then Paul's to see how easy it is to play a PTRS con blob with sniper + su76. |
wp, close game. I'm not sure what to do against SU 76.
Pak din't work because SU 76 can barrage it (or snipers just snipe it).
P4 didn't work because blobs of conscripts are there to guard the flanks.
I felt like I tried 3-4 different strategies in 1 game and they all felt short.
tbh the game should have been over 20 minutes before it really was, my sniper escaped with 1 hp 2x in a row. I think I lost at least 6 squads to snipers.
Yea there was a demo dodge on east vp. I dunno how long an engineer has to sit on a vp before its obvious that there is a mine or demo there.
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This game has insanely buggy green cover which is making MGs much stronger than they should be.
When the MG took 2-3 bursts to suppress, the buggy green cover was not so obvious. It felt like the cover was working for about 5 seconds, and then you'd realize its not because your squad is suppressed.
Now that MGs suppress instantly, it makes it very obvious that some green cover is just bugged and doesn't work. It makes the game very frustrating to play. 50% of the time your squad is immune to suppression, bathing in MG fire for minutes, the other 50% of the time its instant suppression.
Some people will say "its because you have a model that wasn't in cover" but that's not it. You can have your whole squad squished against a 100 meter long stone wall and still get instant suppressed. Alternitevly, you can have 1 model behind a tiny green shot blocker with the rest of the squad in the open, and be immune to suppression.
There's a bug somewhere in calculating cover angle or maybe entity obb's clipping through cover. |
There is a suppression indicator added this patch. It shares the same icon as a machine gun.
Do you see an enemy machine gun on your screen? yes -> you are pinned, no -> you're fine.
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Get you're Stug to vet 1, closing will be a foolish idea. The unit will be well worth it with this change. It's going to be much harder to vet Stugs as they no longer hit infantry. The Stug will have to survive tank combat without the advantage of tank destroyer range. |
Relic doesn't understand that releasing out-of-context patch changes (which have not being tested on their own, only in the context of Alpha) is just as bad as releasing completely untested changes (ahem, PTRS buff on Guards, which came out of nowhere). |
At nade change doesn't matter when you have Guards/At-guns/85s. ![:foreveralone: :foreveralone:](/images/Smileys/foreveralone.gif) Of course it matters Von. Now you can win with the first t34/85 callin instead of waiting for the 2nd ![:foreveralone: :foreveralone:](/images/Smileys/foreveralone.gif) |
We will see glorious spam of Stug-G and Stug-E to create The Great Wall of Stug. |
Building splats are still visible through fog of war. #justrelicpriorities |