That just isn't true.
There has indeed been a handful of games which have had hard launches(Assgreed), most on the PC since there is a lack of quality control, but in general most games are fine.
All games launch with bugs and we're lucky to get patches to fix them otherwise we would be stuck with those bugs.
Indeed the cmders was a mess but there is nothing wrong with DLC.
Uhm the last few years have seen so many pc games that have been broken at launch because they either were bad ports, or simply pushed out because a publisher needed them to be released in a specific quarter.
Not all games, but still a lot... |
I don't trust Relic as a company. Unfortunately I almost don't trust any company in the gaming industry anymore. Not only have the dlc milking scams gone up intensively since the first time one went up in 2006 in Elder Scrolls, but the games that come out are now buggy, unfinished and definite beta builds in most cases. Most companies know they can get away with patching a game after launch no matter how broken it is.
Relic has become a cash grabbing company that milks every franchise it still has, it is obvious. They launch obvious completely broken dlc in an online real time strategy game that has good balance as one of its central pillars and proceed to not hot fix it for months. The only company I still trust is CD Projekt Red. |
Note that, unless we did something wrong, v1.3 is meant to be the final version of the mod. If you guys can get some games going let us know how the Maxim feels, etc.
We require timely feedback.
The thing is that early OKW faust was meant to come at the same time as the other light-vehicle changes that we wanted to introduce in WBP. With the early faust, OKW could feel confident spitting out Volksgrenadiers (without having to worry about pesky rakketens) rendering light vehicles (minus M20) completely useless vs OKW. This left the way wide-open for Kubelwagons.
I know that reverting the faust seems completely lame, since it makes MechHQ starts even less appealing than before. However that's the only thing we were allowed to touch from OKW (which, somehow, completely dodged infantry scaling changes in WBP, and then managed to get through GCS with the overwhelming majority of its cheese untouched). The choice was between making MechHQ less appealing, or keep light-vehicles completely unviable.
This change is meant to be interpreted side-by-side with the overall changes to Brits and, especially, Soviets.
Smith, you guys are now reproducing the problem OKW had when their faust was 35 munitions and locked behind a set up truck, meaning no effective counter to flame clown car rush.
Why the double nerf though? Why nerf its timing and its price? |
Wasn't the cost lowered to begin with? Can't be that harsh in that case...
Yeah from 35 to 25, now they up it again to 30. Still more expensive than the Ostheer version. |
Seriously? Making the OKW faust 30 muni? Why? It coming later is fine, but the 30 muni cost is lame guys. |
To be honest, because I asked him straight up whether he faked a draw with momo and he said yes. Then proceeded to explain why and it seemed to be from a difficulty organising due to time zones.
When I asked momo he explained about the 'dump file' issue, which based on all evidence seems to be untruthful.
If both had just told me about the time issues they would have been given a deadline extension or a replacement match.
It was a close call, and based on personal judgement, but I feel Burmie's honesty after the initial incident to means he should just be warned.
Great call Thanks for the explanation also, generous of you! |
Good calls!
Quick question though, why allow Burmie back in when he too was dishonest and tried to trick you guys at first? Not doubting your choices or whatnot, but I find it interesting! |
+1
Of course you are.
You are correct.
Seeing an IS2 is as rare as seeing a Tiger.
Compared to when this game came out, the Tigers are more or less scrap heaps
Yeah Stugs shit on IS2s and Jacksons and su76s shit on Tigers, sad really. |
Like I've done with my mod?
They'll basically be your T2 combat pioneers that can only repair, and if you further want to make it vehicle specific, I'd make it so you wouldn't be able to repair structures, the same as the Infantry Section repair that's only for structures.
It would help with the Ostheer's lack of repair capabilities compared to everyone else and create a new synergy between the PGs and Ostheer Armor, I mean, they are PANZERgrenadiers after all.
So a no vet/vet 1 repair ability that can only repair vehicles doesn't sound too bad to me, of course they won't be able to heal so you won't be able to entirely rely on them as your only infantry if you wanna go tank heavy, unless they also retain their med kits of course.
Edit: And yes, it's partially due to nostalgia from CoH where I used to love PGs and the Panzer Elite there.
Sorry man, didn't know about your mod. But sounds good man. How fast would this repair ability be? Like vet 0 pioneers or vet 2 pioneers? |
PGs can have the ability to repair, many doctrines give the ability to conscripts to repair, plus the Soviet windustry repair post.
Wehr currently has no other way of repairing except for pioneers.
How would you implement this?
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