If only 20% percent of the players who are constantly complaining about JLI would HAVE TESTED the several patches BEFORE THE RELEASE OF THE REVAMP PATCH... and where feedback was VERY MUCH APPRECIATED...well, we might have some more constructive discussions. WE HAVE 10 REVAMP COMMANDERS and the HUGE MAJORITY OF ALL CHANGES ARE GOOD! Maybe you should just recognize this work first and complain later.
What bothers me most is the fact that the naysayers ignore the work of people who using THEIR SPARE FREE TIME TO MAKE THIS GAME BETTER. JLI was NEVER USED FOR YEARS and the mod team made the right decision to make this unit more attractive... Yes, JLI are extremely powerful but the mod team already made changes and others will come if the unit still over performs, so what the fuck do you
want?
And by the way: OKW'S MOST EXPENSIVE UNIT IS TRASH - maybe i should open a new "Buff KT thread" for every new "NERF JLI, mod team =OKW fanboys" thread.
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Feuersturm is one of my favorite commanders, though I only use it for the Assault Package, the Hetzer and the Rocket Arty.
That's exactly why i opened this thread.
Maybe the current ISG incendiary barrage could be simply merged to an "Special munition" ability. Would provide ISG incendiary rounds and HEAT shells for the Puma = Both tech paths would provide specific advantages.
Replace the truck with an mortar or let the truck lock down resource sectors, the doctrine would be more attractive and as important: It would not need much work from the mod team.
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Seems like good changes. Even though I am not sure why Incendiary Rounds need to go? They just need a slight accuracy buff so they actually go where you want them to go. Agree about the Opel 100%, right now it´s pretty useless unfortunately.
Could you tell me some ideas about how potential buffs? I would summarize and incorporate them in future posts.
If you have the time - could you pls test the "Incendiary bombs" ability in Sneak Eye's mod? It would be good to get some feedback about it from veteran players like yourself. |
Hi guys,
the next patch will hopefully be released soon and we will have an other one in spring who will deliver the 5 new commanders.
I think that would be a good chance to make some necessary changes to the already revamped Firestorm doctrine which is still subpar compared to other OKW doctrines.
I would like to start a discussion about the doctrine - lets find reasonable improvements that dont need much work and could be easy to implement.
Thats the current doctrine:
- Hetzer Flame tank
- Assault Package
- Incendiary rounds
- Opel Blitz Truck
- Rocket Barrage
From my perspective "Incendiary rounds" and the "Opel Blitz Truck" are very weak abilities which make the doctrine not very attractive to choose even if i like the Hetzer and the Assault package ability.
A good way to fix the Opel Blitz truck would be Stark's idea:
Cost: 250 MP and 10 fuel
• While locked can heal and reinforce nearby units (same as USF ambulance)
• Can be transformed into mobile resources cash [option available in ostheer version]
I see 2 options to replace "Incendiary rounds".
The conservative option: "Incendiary rounds" replaced by "Incendiary bombs". Dont confound it with Wehrmacht's fragmentation bombs. Its an own ability, and a real useful one. Just test it with Sneakeye's famous "All units mod".
The radical option:
Replace "Incendiary rounds" with an indirect fire call-in unit. This would at least alleviate OKW's problems in this area (especially for players who like to build Luchs / Puma).
The easy option would be the Wehrmacht's Gr34, a more distinctive option would be the 12cm Granatwerfer 42, a copy of the famous Soviet HM-38 heavy mortar.
After these changes the doctrine could look like this:
- Hetzer Flame tank
- Assault Package
- 2 CP: Granatwerfer 42 call-in unit (360 MP)
OR
6 CP: "Incendiary bombs" (160 Mun)
- 2 CP: Opel Blitz Truck
• can heal and reinforce nearby units (same as USF ambulance)
• Can be transformed into mobile resources cash [option available in ostheer version]
- Rocket Barrage
Without big changes the commander would be a lot more attractive than before, don't you think so?
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Therefore i simply suggest and advice balance team to contact with the Creators of top list commander proposal and allow them to make some tweaks and corrections before voting.
That would guarantee that not too drastic changes had to made AFTER the vote, so im all in on your idea. |
That does sound like a good way to do things from our end, but it would be a lot more effort, since the final versions of the commanders will take a lot of testing. They'd have to make both commanders and iterate on them at the same time, before having to scrap half of the work.
I'm ok with voting based on the general concept of a commander.
Offtopic:
Well, the runner up concepts could then be released on a later time and/ or Relic could package them to a "Community Commander DLC" or sell them separately. I already mentioned this earlier but i dont see no real reason why this should not be at least an option.
1. Relic keeps his promises and players get 5 commanders for free.
2. Relic would show further goodwill to the community with more -unexpected- contend.
3. Relic could earn some additional money with the DLC. I for my part would happily pay for the runner up concepts and i dont think im alone.
I only see winners in this scenario BUT the mod team would have additional work thats for sure. And they worked their butt off in the last months. But if the team would be on board....
Andy_RE, pls read this
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Let's be honest, all commander proposal aren't perfect and they will have to be slightly revise. I hope balance team will contact with those people and suggest them highly welcome improvement of them before the final vote.
I hope thats the way the mod team will do the process. The community should not vote about the first submitted concepts but vote about already improved versions.This would guarantee a transparent vote. It would be really bad if drastic design changes had to be made after the vote - people may have voted for an other concept then. |
What are your guys' opinion on number of new abilities?
Some people wanted none, in order to reduce testing.
Not sure if I saw any with 5 new abilities.
I think the sweet spot is 3 for Eastern armies, and 3-4 for Western. That's a good amount of variety without going overboard. I can imagine people being disappointed if the new commanders were remixes of what we have already, especially considering 11 Red Army and 9 Ostheer Commanders don't have anything unique to them.
Anyway, thoughts?
I think you can get very good new commanders with cross over use of existing abilities and some new units. I really tried hard to find a new infantry call-in unit for Wehrmacht but never found a real role for it. New units are really welcome but only if they bring something new to the table what other units cant bring.
You have a fair point with your conclusion about Wehrmacht / Soviet commanders, but on the other side new commanders give us the option to improve existing commanders. Thats why i included the Tiger Ace in my doctrine; i would be good to see the unit reworked, that would also make Elite Troops more attractive to use. |
true, but OP stated that elefant is just meant to camp 1 spot and can do nothing else, which indicates to me he doesnt know at all how to use it and how to synergize with things like spotting scopes, brummbar, and the OKW units for instance. I know that I couldnt care any less, but it is annoying whenever I stumble upon a nonsense balance post written from someone who has no playercard or replay uploaded on this site.
As is said before i think you are completely right about the elefant who- used correctly- is a game changer for Axis teams. I think people should also not only focus only on "kills" - allied repair time is also an important factor. After only 1 ele hit most allied tanks can get used anymore on the frontline which is a win too for your own team. |
Havent read such a BS in a while.
Elefant is the most important axis unit in teamgames on most maps. It's almost autowin on maps like Across the Rhine, Red Ball Express, Alliance of Defiance or Crossing in the Woods etc etc.
For top level play that is ofc. Dunno what's going on at rank 1000 or lower as these players live in their own world.
I agree with your opinion about the elefant but don't like your elitism.
Offtopic:
There are a lot of players below rank 1000 (teamgames) who understand the role of the units very well but cant compete with the better / top class players because of their micro. And to be honest not every top class player give helpful feedback on this forum or cares about the game. And lets not forget that being a great player means automatically that you can be a great coach / analyst.
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