The patch is being released whether you like it or not. I'll be glad never to speak of dbp ever again considering all the moaning it's caused on this forum.
Maybe you should stop censoring every freaking thing on this site. Would make your headaches a little less severe too. |
Its so hard to micro 2 comets or croc with firefly. Kappa
P4 and sherman 1v1 are the same tanks, what shows a 50-50 chances to destruction of each other, but sherman have more speed, can repair himself, have smoke and have AI-rounds. Cromwell have a smoke shell without cooldown and faster veterancy with officier.
Control the one tiger are really easily, than controlling 2+ medium tanks, but its not so important in hight skill games and in current version of a game brits and USF have the same (crock, comets and pershing) heavy armour with the same difficulty to using as a axis tanks.
This was removed I believe. The OKW p4 is in a good spot and comes with its extra armor straight out of the box. The Ostheer p4 is now in a very good spot considering its price since it now has penetration buffs. It also has the ability to gain more armor with vet. The cromwell and Sherman can't do this. You have to consider this when comparing these vehicles. Although the Sherman and Cromwell have good chances against the Ostheer p4 at vet 0 and the start of their deployment, we can't deny that as veterancy piles up, the odds are most definitely in the favor of both p4s.
We must also not forget that both p4s can get a very effective pintle mount mg, which makes them even better vs infantry. While I think of it, the Ostheer p4 is supported by the best at gun in the game, which further enlarged the offset in the Sherman/Cromwell vs Ostheer P4 battle. The Sherman and Cromwell are supported by a decent at gun (57mm) and very good at gun (6 pounder), but these too have to eventually fight the added armor of the p4. Although the 6 pounder does this better, the 57mm however does not.
The UKF can't even snare the P4s... Ostheer and OKW can snare any vehicle they want, so can USF. |
Just vision, you can spam these things pretty hard when wanted. |
They are using expert opinions and the community's consent in the shape of voting. At the moment, both experts approve this patch AND there is an overwhelming amount of thumbs up on the workshop. You are free to go on streams asking players whether they think that the patch is a positive or negative thing, and they will all agree that it is mostly positive.
If you disagree with changes, vote against it. If you feel like you can do a better job, make your own balance mod and submit it.
You are delusional if you think that this mod would stand a chance without the approval of the playerbase. Just because people debate or disagree with a few chances in this vast patch, doesn't mean that people are against it.
The trolling gets old to be honest. I just want to remind you that these expert opinions need to be taken with a grain of salt. These experts are mostly 1v1 players, with a regular 2v2 here and there. They rarely play 3v3 and 4v4, let alone often. They give, however, feedback for a patch that is aimed primarily at balancing 3v3 and 4v4. The justification for changes based on their expert opinions is dubious at best.
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My flamehetzer spawned from the hq after building it. Happened twice now! Don't have any replays. It seems to happen when I queued another unit for building at the hq and this arrives before the flamehetzet does. |
- Soviet units being either too good or straight up useless. There is an in between, but that comes down to uselessness because too good stuff is going to be used.
- Still no incentive to go Ostheer tier 4 (even less now). T3 units and Tiger got buffs, no need to get tier 4 and risk it with the "in a good spot" Panther.
- USF still having to resort to the same old opening. That faction feels so boring and generic. Also, pak howi so bad.
- UKF not being able to delete their emplacements. If I invest 400 mp in a unit, I sure might as well be able to scuttle them.
- KV 8 being overpriced now that it also requires tier 4 :-(
Also in general: I miss the old dynamics that were in place where you had this window of opportunity in the early game where the m3 and 221 would roam around the field, providing support for units and creating interesting light vehicle oriented play. This would be offset by the 221 becoming the 222 and the 222 being hit by a T70. Now I don't mean snipers in scout car cancer or flameht rush cancer. Just the good dynamics. Was hoping for this to come back.
Currently going m3 means the death of any soviet player because 15 fuel is crucial since Luchs arrives fast or 222 arrives instantly without being a 221 first. |
Dolfie went hard that game lol. Acid is one hell of a thing |
My flamehetzer spawned from the hq lol. Is this a bug? Didn't save the replay. |
Not really.
If you lay down MechHQ at the precise moment you have enough for the MechHQ (but not enough for a luchs), you need to wait for 60 more fuel for the Luchs.
60 more fuel is easily 2-3 minutes. The MechHQ will finish being produced well before those 2-3 minutes you are waiting to receive fuel income.
If you do this, and the proposed cooldown is shorter than, say, 2 minutes it will have no effect of delaying the Luchs.
The proposed cooldown comes with a build time increase to 65 seconds as stated earlier. But very well, have it your way.
That's a performance adjustment to the Luchs. We find there's nothing wrong with Luchs performance, and altering its vet0 performance would make a delayed luchs a severe liability. Nobody would build it, and if you don't have luchs you don't have MechHQ.
When you alter its stats, there is no need to delay
This is sort of like the Flame Hetzer in DBP. For anybody that's used it briefly, it's Vet0 performance is extremely meh. However if you get the Hetzer at Vet1, it becomes actually damn good for cost.
One of the upcoming changes to the Hetzer is giving it its Vet1 performance at Vet0, just to facilitate it entering the field.
Cool changes. |
This solution is identical to increasing MechHQ build time by an equal amount of seconds.
No it isn't. Since when you add total build time to the MechHQ, you delay all other units. With the timer on the luchs, you only delay the only problem in that tier.
The solution will simply not work because people are just going to adjust their build order to put the MechHQ truck 15-20 seconds before they would normally do. Then, it would only take 1 week for people to finetune their build order, and we're back to luchs-rush meta.
Unless MechHQ build time increases to beyond 3 minutes (which would be retarded), it won't have any effect on delaying the Luchs.
Why not make its accuracy on the move less good? And make it less nimble? The current problem with it is that it can push units of the field, chase them and wipe them reliably and get away fast when trouble arrives. The unit however needs a window of opportunity without its hard counters there.
A more long-term sustainable solution would be to redesign what goes in OKW T0, OKW T1 and OKW T2 so that tiers actually have both long-term value and present interesting trade-offs (rather than I go T2 for Luchs rush/Stuka and T1 for healing, and forget about T1/T2 units for the rest of the game). However, we aren't allowed to do this; especially at this point.
Sad to hear. |