U could Mg34 spam back, like fighting fire w fire. |
U could go 1 pak than a PG w shrek w camo right next to the pak so if the vehicle tries to flank around the pak u can suprise the garden out of the vehicle |
Pumas and shrecks w camo all the way
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If u upgrade ur paratroopers w thompsons they can use the ability tactical assault that will melt volk blobs. |
Tigers, Calliops, Werfers oh my! |
So feedback? |
This is a 2v2 on Vaux Farmland with me TheFallschiumjaegarThatCould and Earth against some axis fanboys this game proves that ranks doesn't mean skill and this match lasted about 40m. No GLHF |
This is a 2v2 on Vaux Farmland with me TheFallschiumjaegarThatCould and Earth against some axis fanboys this game proves that ranks doesn't mean skill and this match lasted about 45m. No GLHF |
Here are the patch notes I've gathered from Relic's 10/9/15 stream. It's not a final representation of what's going to be in the balance pack, but it's a snippet of the information they've released to the public. Please contribute if you learn anything more or if the information may have been inaccurate.
Flak Weapon Updates
All Flak Weapons
This flag was set to false in order to prevent flak weapons from instantly killing all squad members in garrison structures.
- Damage all in hold flag set from true to false
Centaur
Slight damage reduction in order to allow players to react to this unit. Previously at 20 damage the lethality rate of the Centaur was over performing.
- Damage reduced from 20 to 14
Flamethrowers Update
Cover Table
We are reducing the bonus damage that flamethrowers apply to garrison to give players more to react with their units in garrison. Previously we would see weapon teams be killed before they could ungarrison.
- Garrison cover bonus damage reduced from 1.5 to 1.25
Vehicle Flamethrowers
We tuned vehicle flamethrowers to make them more consistent across the board. We have reduced the damage on most heavy flame vehicles because it was over performing while increasing the damage on the wasp due to its underperformance.
- Churchill Crocodile Flamethrower damage reduced from 12 to 10
- KV-8 damage reduced from 16 to 10
- Universal Carrier Wasp damage increased from 6 to 10
Flame Damage Over time
We are increasing the time per tick for damage over time. This will include all incendiary abilities, Molotov’s, and flamer dots that vehicles leave behind. The tick in game time should translate to about 1 second real time which should help player gauge the amount of damage they will take if they choose to stand in the fire.
- Damage frequency reduced from 0.5 to 1.25
- DOT radius increased from 3 to 5
Air Superiority
Previously the huge blast radius of these bombs made it very difficult for players to dodge.
- AOE Radius of bombs reduced from 10 to 5
Heavy Artillery Shells
We want to reduce the effectiveness of artillery shells against production buildings.
- Now do 25% less damage against base structures
LEIG
In our effort to make AOE more consistent we saw a huge jump in performance with indirect fire units such as the LEIG and Pak Howtizer. We are adjusting its stats to bring it more in line with other indirect fire units.
- Suppression amount reduced from 0.3 to 0.23
- Auto fire reload increased from 6 to 7
- Barrage reload increased from 3 to 5
- Damage far reduced from 0.25 to 0.2
- Damage medium reduced from 0.5 to 0.4
- Projectile lowest angel increased from 10 to 40
- Vet 1 Range bonus reduced from 15% to 5%
Pack Howitzer
In our effort to make AOE more consistent we saw a huge jump in performance with indirect fire units such as the LEIG and Pak Howitzer. We are adjusting its stats to bring it more in line with other indirect fire units.
- Radius reduced from 6 to 4
- Suppression reduced from 0.3 to 0.23
- Auto Attack Reload increased from 5.2 to 7
- Barrage Reload increased from 3 to 4
- Projectile lowest angel increased from 10 to 40
General TBF Balance Tuning
Infantry Sections
We are addressing the heavy attrition costs that infantry sections have.
- Reinforcement cost reduced by 10% (28 per model)
Churchill
Reducing the armor of the Churchill to allow reduce the amount of deflection while maintain the Churchill’s ability to soak up damage.
- HP reduced from 1600 to 1400
- Armor reduced from 280 to 200
Sten MK Vi Silence SMG
We are reducing the overall DPS due to players not being able to react to these units when engaged in close quarters.
- Rate of fire reduced from 26 to 14. (All Variants)
*updated with published patch notes |
In this match my "butt buddy" goes afk for 10m and turtles and camps while I use superior McDonalds tactics to give the enemy cancer and diabeties. |