One of my friends had a problem to start the game.
It is just stuck in the steam app.
Reinstallation didn't help
He tried to go back to the community test version, it works when it run as the test version.
But didn't work when he switch back to the latest version. |
Ram ability
Veterancy 1 requirements removed
Ram requires 50% or less health to trigger
It is a snare cost manpower and fuel and should have some reliability.
How can i control the hp?
Should i stand out and eat two shot from pack?
if they back up another pack after first shot than i will have only 160hp left.
Any minor hp lose will make the ram ability of engine damage invalid. 160hp is needed to make the engine damage. (I may have mistake on this) Then, it will become unreliable.
Conscript
WINTER BALANCE PATCH PREVIEW - VERSION 3.0
Previously Conscripts received a +10% accuracy bonus at veterancy 3 due to their low stats and lack of upgrades. With the introduction of items such as Mobilize Reserves and SVTs, Conscripts no logner need such high bonuses to scale into the late game.
Veterancy 3 +10% accuracy bonus removed
We are decoupling this upgrade from tech. Our focus with this upgrade will be to make this a worthwhile choice for the player when deciding whether they want to rush for tanks or focus on a stronger infantry game.
Mechanized Armor Kampenya no longer grants Mobilized Reserves for free.
The 7 men is now an optional, for player to decide whether they want to rush for tanks or focus on a stronger infantry game. However, the nerf for the conscript is general. The sentence "With the introduction of items such as Mobilize Reserves and SVTs, Conscripts no logner need such high bonuses to scale into the late game." implies that conscript will always have their upgrade at late game. How about those don't tech Mobilized Reserves. They just have a worse conscript.
NEW COMMANDER UPDATE - JUNE 14TH 2019
To improve the performance of Conscripts, while retaining their role as utility infantry that excel at defense and supporting other units, we have added an upgrade to help them scale into the late game. The extra man and reduced reinforce cost will allow them to more effectively trade against opposing infantry while the veterancy bonus will allow fresh Conscript squads to gain veterancy.
According to 2019 new commander update, the conscript didn't scale as other mainline infantry. Now they are worse as 6 man conscript. So, the 7 man is not an optional but required. If the 7 man is so strong that they need to add a resource wall and nerf on accuracy, they need to explain and form an better argument. They can also only nerf the 7 man and keep the 6 man quality at the same time. The current explanation is confusing.
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My 3 men SVT con merge into a 3 men maxim.
Then, the maxim got the SVT weapon and can no longer be set up.
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I feel like the 100m IL2 rocket damage is too powerful.
The T-34 ram is acceptable.
A high-value vehicle should be screened by inf.
once you see T-34 come into the range that t-34 has no chance to win, it means that the combo is coming.
tiger can reverse so that t-34 can not reach and will overheat.
I like Stormjäger's idea that full health heavy tanks shouldn't be stunned by rams.
Because between all the heavy, only tiger has the chance to escape by reversing.
However, T-34 ram ability should be stable.
Adding any RNG will ruin this ability.
t34-85 is a minor problem. it can be what it is right now or replace ram ability with something else.
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the new commander change seems great. I just want to make sure, is it ok for UKF have M5AA at 2CP.
I see USF have M5AA at 3CP. is it the same M5? Why are they different in CP? |
Still, 10sec T1 and MG42 30sec build, total of 40sec.
Cons had 20sec build back then, 2 Cons for 40sec.
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The different is Pion stay at base to build T1.
CombatEng is capping
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Then MG42 is in building
CombatEng is capping with another Cons.
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By the time MG42 on field, Soviet at least capture 3 points already.
Soviet Tier1 and 2 cost 50fuel though.
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Well it was the past.
I think you can use mg to cap some relative safe points. When I play wm, I rarely put my mg in building unless the enemy just push reckless. You need the mobility to react the con build. |
I try some birt game, and I struggle.
the design of the brit is so strange. I played ok with SU and OST.
the cromwell AOE is bad compared to t34 or p4.
it takes so long to clean a harassing squad on the side.
the IS without snare can't screen for the Cromwell.
so it is kind of risky if I go around to the back of their green cover.
because IS don't have a snare, you don't use it as a screen unit, then you use fuel to upgrade then as powerful AI unit. next, you have to prepare FF to go against heavy because you spend fuel on inf and it is not good to wait for your own heavy.
The concept of FF can't be alone is ok, the problem is that IS is not con or gren.
the 200 damage means nothing when it comes to medium.
SU85 turret is slow but it is accurate, FF sometime misses. and the reload time is longer.
IMHO, the brit is so static,IS works with cover, IS supported by AT, AT gun supported by sapper, FF supported by sapper and AT. They are chained together. and hard to push without arty.
In 2v2 it is ok when I fight against my opponent, but it is difficult to switch sides and use arty to support my teammate.
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2v2 player here as well, I have been through similar thought process as you, using my sniper to bleed MP and force enemy MG to leave. A lot of 2v2 maps are narrow, which makes MG effective at holding ground. Most common ways to force MG off as SOV is via a sniper, mortar, zis gun and vehicles. I will now explain how and when to use which:.........
Thanks for your guiding. it helps a lot.
3xcon 2en is a good build as you said. I use it too.
Also, when I saw any ambush tactic, stormtrooper, and assgren doctrine I will not go sniper.
The suggestion about 3con to hold the land and tech for sniper and light vehicle is cool.
it is true that with radio intercept I can only seize fire which limits my utility of my sniper.
so I always struggle once enemy sniper out. |
I play mainly 2v2.
In some maps, I will use sniper against WM.
usually, I go sniper>con>con>con>AT nade>m5AA with NKVD.
The only problem is that when the wm go sniper, I have to seize fire.
Then the situation becomes difficult. I have to use 3con go against mg42+2gren.
I try to use M3 to reveal the sniper or simply threaten the enemy sniper to go back so my sniper can have a couple of shots. but once WM has pack gun, there is nothing I can do. M5 or t70 can't break the line and P4 is coming soon. WM with 222 spotting scope just pushes with MG and AT gun destroying my sandbag.
so I am here looking for some suggestions. correct me if I play wrong.
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you are always on maxrange
and yeah maybe because of some elevation hill or something no idea.
that's why I asked if it happens close range too^^
thanks for advice
https://www.youtube.com/watch?v=xongmf2cQYc
because the terrain effect has some hidden constraints.
this is the relatively close range version.
I am confused. the attack ground shows that it can reach far more than the enemy position.
so how is it too far away? any why the auto-attack order will take it as in range?
when I attack the enemy behind sandbags at other positions, flamer can attack at their maximum range which is the same as the attack ground range.
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