Only played once in automatch (2v2). Feels interesting, and with all that ice sets up for alot of fun and trouble. Im not sure if there will be insane base-arty wars on this one or not, that would be my first concern. Also feels like the VPs favor top players somewhat.
The map is completely in favor of the top player, 2 VPs also easy to control both munitions and the top fuel. To me the map feel somewhat small |
Out in the open I agree that grenadier vs conscript is relatively balanced, but when dealing with garrisoned buildings and the weapon teams, conscripts outshine grenadiers with a reliable ability in the form of the molotovs whereas rifle grenades are not nearly as reliable vs garrisons. If not a form of early and cheap munition cost incendiary device to forcibly evict a squad/weapons team from a building/position what else could change the house happy meta? Especially since it requires either a designated unit slot with an early mortar or to spend munitions on a fht or flamers for pios to clear a single building vs Conscripts having a single cheap ability that clears a building for a lot cheaper cost in terms of time and munitions
Yep it really annoys the fck out of me when I play ostheer. But FHT is a much better unit that the clown car with flame engies since it can actually burn them while in the vehicle. So my guess is its asymmetrical balance. It sad though that the ostheer have to choose what they will go LMG/Riflenades/FHT with their first munis while soviets have no such decision since molotov/clowcar/ppsh are cheaper.
Or as an alternative you can use PGrens to clear support units such as mortar/maxim/zis. |
Dunno if it's a feature or a bug, but I hope it will stay in game.
Really good to charge out of cover, and throw a nade while the other squad units find cover.
Hmm stupid me never though of using it while in cover and then moving out. Usually for some dumb reason I was doing exactly the opposite |
I use to build every buildings.I get 1Gr.1Mg,1GR.1Mg then sometimes a mortar before build the next tier,then I get a PZgr and a half-track,I use to group a GR with a Mg and a PZGR without the bazooka and go allover the map looking for infantry fights,Its a non competitive strategy I know,but I look for some fun,then I build the next tier. But as i never had enough Gaz,not even a stug.lol.Then I saw the Russian tanks coming,
Try Gren->Gren->Mg->Gren->MG/Sniper->T2->Halftrack->FHT->Pgren->Pak
Get Sniper only in case they have Shocks and try to set MG behind sniper to suppress cons who try to rush your sniper, while he picks up those shocks meaning the soviet player will have to bleed MP to reinforce them or combine them with cons which will make shocks less beefy
|
To clarify, we removed a response delay of 0.251s on stop, move, flinch, and reaction orders. Previously, commands would be queued and delayed until this transition period expired.
In other words, if you previously issued a stop order followed by a move order, you would experience a 0.502s delay before the squad moved. This change impacts games against players and the AI. It does not resolve input delay caused by lag however.
How about fixing the anoying reaction with molotov and riflenade where 1 guy stays behind while the squad proceeds to move? Sometimes I molotov/nade my own dude because of that =) |
i'm glad that inverse took his time to explain this kind of stuff to us, since he has a lot of coding experience.
now people should have a better understanding on why dedicated servers won't work.
Has nothing to do with coding, bu has a lot to do with basic server knowledge.... |
Im not Wooof, but for what its worth, heres my answer, and Im sure he will show up to correct me.
Generally units dont have reduced raw DPS over distance (except maybe MG42).
They do, however, have reduced accuracy at longer distances, which results in a lower effective DPS.
For the calculated raw DPS vs distance/accuracy stats, you can see them here for PGrens:
https://docs.google.com/spreadsheet/ccc?key=0ApmrrrPr20ncdEpuSHcxNko1VGVFYjczYXpFZWhqOHc#gid=0
So for PGrens, its 11.3 from right in their face, to 1.64 at their max range, per PGren.
What PGrens do have, however, is no accuracy reduction while MOVING.
So that no matter what the range, even when moving, their accuracy is the same as standing still, at those ranges, whereas most other units will suffer an additional penalty to the DPS that is listed on that spreadsheet, when moving.
Sorry for interjecting, I dont mean to replace Wooofs answer, just trying to help till he shows up. Hopefully I wasnt assbackwards wrong.
So I guess the spread sheet is per model? |
NKVD squad
The unit could buff soviet infantry units by shooting one of the soldiers, so it will encourage the remaining 5 to fight more bravely - they will get a buff.
LoL
|
i put the dps numbers here
woof is it true that PGrens have no dps reduction over distance? Or is it smaller compared to other units? |
Yes, well, I don't even have a clue what the sp ppsh stats were like so I've always just assumed they had the same stuff as shocks and thought the upgrade was hopelessly underpriced even with those (even if in reality it was even more powerful than that).
Whichever version of the ppsh they have, that 20 munition upgrade still makes them win against grenadiers that don't have a weapon upgrade 100% of the time.
I thought that was the point of upgrading to ppsh.... To get a small advantage against infantry.
|