I dont think you can modify the campaign, at least I never heard of a way to do so |
4. It was much, much worse.
The May 2018 update did this:
And an even earlier patch nerfed the reload by a lot:
Basically, it fired 2.5x faster, gained accuracy at vet 2 and range at vet 3, while gaining more accuracy from bulletins. It was quite the thing. Other names for it included "OST Turbo Mortar".
5. Yes, the nerf though was making the Command Tank auras no longer affect teammates.
The April 2017 update did this:
Before you could have OKW and OST auras affecting a scoped-elefant, which was ridiculous.
6. Yes, I crossed it out because I was mistaken. Not sure what I was thinking of.
The mortar hell patches were so annoying. Back then their AoE damage was also big enough that they could oneshot wipe a fullhealth squad |
HI all,
I bought the game when it was new and am a solo player. However, I was turned off by the timer in many scenarios as I like to play a deliberate game and plan out my defense and build resources before attacking. I really just gave up trying to race the clock. Now that I have looked the game over is there a way to turn off the timer so that I can take my time to play a scenario in a campaign like I could in the original game?
Please elaborate more detailed what you want. Are you looking for a way to play the campaign without time limit? Or are you looking for a custom match against other players without time limit |
haha they would never again repeat such blunder in the future, right? ("we have new units", "our forces increase")
I just remembered, back then in 2013/14 Osttruppen had an extremely funny design.
120 manpower to produce, 10mp to reinforce, 0.5 (de-)capture rate so they took the map at a snails pace... and their rifles were meme pea-shooters even behind cover You could do crazy troll strats by getting 10 squads of them before 5 minutes have passed |
I can't find the original German one but here is the Soviet one.
The German one was arguably even more trash, lol. The soviet doc actually was able to be very useful in builds where you didn't go t2. Anyway the original German one was like this:
- 2cp trenches
- 2cp tank traps
- 5cp hulldown
- 8cp PaK43
- 12cp sector artillery |
wasp UC has been dead since. It did need a nerf but they butchered the wasp UC into the ground.
Nah not true, wasp UC still very strong & required on maps that are filled with powerful green cover spots |
Someone remembers the patch where they made all flame weapons totally OP?
- flame nades/molotovs and wasp UC with then 35 range killed a fullhealth squad in 3 seconds. 251 flamer and Crocodile in 1 second
- all handheld flamethrowers left "lava" on the ground like bigger flamethrowers still do. Penal and USF riflemen flamer spam was almost unbeatable
- soviet doctrinal flame barrage deleted whole screen in seconds |
GCS3 This Weekend
Saturday Schedule
11:00 BST Orangepest vs. Angry Dutchman Bo5 Qtr Final
So now I have to get up before 12 PM on a Saturday?
|
Soviet Industry wasn't even that bad.
Conscripts were only 200mp then and it was very easy to trade efficiently with the sandbags. Dont forget about the 240mp maxims that were 15mp to reinforce to allow for manpower efficient static play.
Yes you were at a disadvantage for a few minutes but unless you failed horribly with your infantry, you had a T34 or T70 (with crush) out by the time your opponent finished building his t2 structure. You also cant "spam" tellers in first 4min, and even if you could then it's no rocket science to put a sweeper near your tank |
Free Tiger Ace in 2013 and 4 minute T34 from Soviet Windustry doc.
Brits at release where every unit was OP or bugged (24 dmg tommy rifles, infinite range vickers bug, 1600HP churchills, bugged centaur that wiped a squad inside a garrison within 1 second so it had to be banned in tournaments, british emplacements with double the HP they have now and brace that had no cooldown + global self repairs) |