i think people overestimate the magnitude these AOE adjustments will have on the lethality of both the IS2 and Tiger. what's being reduced is the OHK capability (quite drastically, indeed, meaning the OHK radius and area will go down by 50% an 75%, respectively), and that's what people asked for specifically and with good reason. the ability to deal consistent damage however remains largely unaffected (about 10% less damage) and i'm pretty sure most people wouldn't even notice the difference ingame if they didn't know about the AOE nerfs. the real nerfs for the Tiger are rather the loss of the vet 2 scatter bonus, which will be noticable for sure, as well as excluding the tank commander upgrade. especially the last one is IMHO uncalled for, but more testing will certainly show if that holds true. in the end, that's what these patch iterations are for - test, observe, analyze, adjust... |
Forums feedback is useless. Write in to Sega.
This patch goes through, mod team is taking over a commercial game into their own and over writing the license.
oh boy, can you tone it down a notch, you jumped up clown? i understand that the patchnotes may not vibe with some people's expectations, some suggestions remain largely ignored and some changes may subjectively not go far enough or in the wrong direction... still there's an overall improvement to the current state of the game, even though some issues arguably remain, and the people who worked on this did it for free and in their free time - which is more you ever did or will do. |
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agree the biggest issue with both abilities is that they arrive far too late to have much impact. 3cp sounds fair and if it should turn out to be too effective, the price and/or duration could be tuned accordingly. |
Yes, the insanely low scatter and massive AoE are already very good, add Panzer Commander to that and it becomes extremely hard to pull of a flank because of the sight or use AT guns because of the quick landing arty.
agree that scatter could probably go up a bit again for the tiger, especially since it still seems to get a 20% reduction on top at vet2. |
Assault Guards are great. They're a dirt cheap triple Thompson squad, and that very low price (270 MP!) is enabled by the M5 bundle: you can't spam them.
If you removed the M5, you'd have to raise their price, and then you'd just have yet another call-in CQC combat squad. There are already loads of better doctrines that do that.
this is excactly why unit bundles are in the game and IMHO should be there stay. they offer a unique way to to 'soft-cap' certain units while still making them attractive choices due to coming at a great discount. all you need to do is adjust your unit composition to make best use of both parts of the package. as for the m5, even though it may not be the best option to skip the t70 in every game the "free" quad can be a good alternative in certain scenarios and allow you to get a fast t34 instead.
still, i'd not be opposed to making assault guards buildable from the hq once t4 is reached, as the value of the m5 is arguably pretty limited at this stage of the game. |
if the stats are really such a big deal, you can always load the replay of the last game you played and skip to the end at 8x speed (or just watch it again if you've got the time and it was really that enjoyable). this will bring you right to the statistics as if you had just finished the game.
for the rewards, there should be some kind of visual indicator in your inventory whenever you received anything other than the in-game currency (though i'm not sure if that applies after a bugsplat as well). the new warspoil item will then have some flashing frame around it that should be easy enough to spot.
hope that helps |
Pushing them back to old CP values + small adjustments "might" be enough as a psychological change. More so if other changes are in the pipeline to units related to them.
fair point, i guess we'll have to wait and see how things turn out in the grand scheme of things.
on a slightly different yet related note, does anyone know what exactly the scatter reduction most heavy tanks get with vet does or does not affect, i.e. angle_scatter, distance_scatter_max, distance_scatter_ratio (my guess would be all of these, but i'd like to know for sure)? it would be interesting to see how powerful these vet bonuses are, but i couldn't find any info on that so far.
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kind of agree that the time it takes to salvage a full health team weapon could be increased slightly. resource gain aside, which is IMHO fine, it's a pretty powerful denial tool with little downsides, especially if combined with smoke as pointed out by CreativeName. not sure if it is possible to modify the duration for TWs only and leave the time it takes to salvage wrecks untouched, but that would be my prefered solution. |
thanks for the kind words everyone.
i've updated the OP with some clarifications and a comparison between some presumably buggy in-game AOE profiles for the Tiger, Pershing and IS-2, and those announced in the patchnotes from sept 2019 onwards.
TLDR, if you are hoping for a substantial decrease of lethality from fixing these stats, don't expect too much... |
Were the TTK calculations made using the assumption that a shot is instantly fired?
yes, first shot is fired at t=0, thus excluding aim time and other delays that may apply for sake of simplicity. all consecutive shots factor in reload + other delays however. |