I like your first suggestion a great deal. The exact UI/UX implementation would need some work but that doesn't at first glance seem like a huge issue to me.
I'm a lot more skeptical of your second suggestion. I can easily see this being frustrating for players for whom this system would consistently increase their retreat time and therefore decrease the up time of their squads.
I can see your reasoning, but I don't agree that the benefits outweigh the costs. That being said, I wouldn't be opposed to seeing something like that being tested. I just don't see it as an unambiguously positive change like your first suggestion. |
And like I said, none of those stats matter. Can u read? I said "don't get technical with me." The only stat that matters is TIME TO KILL. Put any stock allied medium in the range of a pak and a raketen. I dare you to tell me that the pak will kill the tank faster than the rak.
The Pak will kill the medium tank faster, on average.
That's a shame. What about changing the crew to have a smaller size modifier so they are slightly harder to hit/insta decrew?
Target size is basically irrelevant against AoE damage, which is what the Raketen has a problem with due to clumping. The extra crew member already gives it extra durability against small arms fire.
Are you able to fix the bug where you cant allow the Rak to move when cloaked (ie have it decloak, move, recloak) like camo'd ZIS/Paks can?
That's not a bug, that is working as intended. Take a look at the patch notes where the Raketen got reworked. Moving while cloaked was deemed too powerful for a unit of its cost and relative safety due to retreat. |
That’s very reasonable.
Will you guys also take responsibility, which is very reasonable? If Brits roflstomp everyone and the cohrona cup is ruined by OP sections, will you and everyone else from the team who supported these British buffs leave the team for good?
I'll do you one better and commit seppuku on stream to restore the honor of the balance team. |
The only difference between the 'live' pre-WBP Tiger and the one advertised in the respective patchnotes is the reduced near AOE (1 m instead of the intended 0.25 m), which had an almost negligible effect on its overall AI-performance.
The AI of the Tiger was and still is more than fine, despite the anecdotal evidence and conspiracy theories circling around here obviously.
This is exactly what we found in our testing which, admittedly, was much less rigorous/thorough than your own! It seemed to have close to zero impact on the average time to kill. The intention was to reduce the unavoidable bleed that heavies inflicted across the board while still maintaining their strong anti-infantry firepower. They still should and do kill infantry or support weapons when they stick around, but shouldn't be quite as punishing in the first shot out of the fog of war.
There seems to be a placebo effect where people have decided that heavies are bad now and so they see heavies performing badly. |
This was an interesting game I played against an OST opponent of a similar rank. My opponent had great sniper micro (50+ kills) while I attempted to win through better map pressure. |
Also also thank god for finally fixing the pfusies nade bug. Can we get a fix for paratrooper support squad zook camo too?
What's the issue with Support Para camo? |
Which player are you? |
Thanks for correcting me, I thought since they're elite squads, they cost more to reinforce like Shocks/Guards.
They're relatively fragile on a per model basis for elite infantry, which is why they're relatively cheap to reinforce. I also think it was done to push their power level in comparison to Rangers. |
-For some reason, Paratrooper Support Squad has 28 reinforce cost in the Winter patch.
Just to be clear, this is what they cost to reinforce on live, along with regular Paratroopers. |
Thetruerhy was asking why PGrens get beaten by Assault Engineers, despite being more expensive and coming later in the game. I was curious as to how this match-up plays out on average, so I ran some tests. First batch involved 46 1v1 tests between PGrens and AssGineers.
6 tests where Assault Engineers charged PGrens in cover. PGrens won 6/6 without losing a single model.
10 CQC tests at vet 0. PGrens won 12/20.
10 CQC tests at vet 3. PGrens won 10/20.
Thetruerhy refused to believe me without video proof, so I redid the tests and have uploaded the results here. These tests had almost identical results:
6 tests where Assault Engineers charged PGrens in cover. PGrens won 6/6 without losing a single model.
10 CQC tests at vet 0. PGrens won 12/20.
10 CQC tests at vet 3. PGrens won 9/20.
I'll be running some more tests, hopefully tonight, in other conditions which might favor AssGineers more, such as tests as close to 10 range as possible (where AssGineers should have the biggest advantage) and Assault Engineers charging a shorter distance into 10 range cover. |