Remove both moscows from 2v2, add one veto and we are probably good.
For 1s remove kholodny winter, semois summer, Minsk pocket and we are probably good to go. Just veto Kharkov, semois winter (way too big for 1s). Oh remove la gleize from 1s too. |
Yeah ESL is going to suck this week... One of the most important skill differentiators doesn't even work... Hooray. I honestly cannot think of a worse patch to play a tournament under. Sure in the past there have been balance issues but this time around an extremely vital core part of the game is fundamentally broken.
Bring on the snipers and maxims. Who needs good squad preservation anyways... |
With all due respect to the creator of the map... it was an extremely un-fun experience to play.
Mud in so many important areas was goofy. Fences in really vital spots near cutoffs to screw up pathing or force constant vaulting was goofy. Too much different height terrain was goofy. Too many large structures blocking vision was goofy, too many choke points/areas where units clump up was goofy.
The map is pretty but... poorly designed for playing at the moment.
Just a shame Relic shoves these maps down our throats. We should be able to turn off automatching into community maps if we want. |
Basically what I was getting at is this:
With the exception of only a few squads, and I think all these squads are OKW squads - the offensive accuracy that cons gain through vet is MORE than the RA that axis units gain through vet. So as the game progresses Cons should be doing increased dps (assuming equal levels of vet) while Axis squads should be doing the same dps since their OA bonuses only serve to nullify 1 for 1 the RA that cons gain.
Again this is a vast generalization and mostly applicable to the Ost / Sov match up but the point stands. OKW vet is all wonky and stuff. Plus OKW sucks against Soviets anyways.
Overall it means, in general, Cons are underperforming when compared to the intended behavior behind the current vet bonuses while also lacking viable weapon upgrade to crutch on. |
The patch will be a nerf to Brits? The faction who is missing ALL offensive and defensive vet bonuses on their primary infantry unit? And their engineer unit? And who's anvil upgrade is lost?
That's some good logic though.
At least Brits and USF have double LMG squads to crutch on. Cons can't do the same thing.
Unless I am mistaken for Ost the following units get received accuracy through vet:
Grens, mechanized lmg grens, PGrens, ostruppen, storm troopers, and the artillery officer (lol who uses this unit?) meaning Cons are underperforming against all of these units plus lack a relevant weapon upgrade.
The following OKW units gain received accuracy through vet:
Sturms, Volks, Obers, Jli, falls, ISG, Mg34, Fusiliers.
Looking at the math: Gren increased accuracy is enough to effectively negate con received accuracy through vet while Con increased outgoing accuracy MORE than compensates for the bonus received accuracy grens receive through vet. This means that as the game progresses with both squads at vet 3 cons should be doing MORE damage than when both squads are at vet 0 but right now it's less. Grens should do roughly the same to Cons when both are vet 3 as when both are vet0; their primary damage increase should come from the lmg.
But again it is a matter of lacking a weapon upgrade to crutch on. Sadly LMGs are going to be even more disgustingly overpowered after the patch.
Hope this post made sense
|
Always thought it was weird too, because they definitely tied for highest bonus accuracy from vet in the game. Might also be why Sturmpioneers are so terrible for combat later too.
They need a much better weapon profile and/or AT nades to be good though, probably even after they get their vet accuracy back. They have like half the dps of a volk squad at max range.
Bigger issue in my opinion is that going penals leaves no light counter to a luchs, 251 or 222. But that's a topic for another time.
Here's to hoping this is miraculously fixed in today's patch. |
not really. they still keep their recieved accuracy modifiers.
Yes it does. They lose their bonus accuracy which would help their dps scale as other squads gain received accuracy bonuses (Which do stick) through vet. The sad fact is that as the game progresses cons will be doing LESS dps overall while also not having a weapon upgrade to crutch on.
Yikes.
Also explains part of the reason that Penals are so garbage. Losing out on 60% bonus accuracy... That seems like a lot. |
No; it was Cruzz that actually first discovered it. By the time I asked my question, Cruzz was already busy cracking the case.
If we didn't have Cruzz:
1. It would probably take me at least another week to locate that something's fishy with accuracy/etc
2. Nobody would have ever noticed the other bugs that Cruzz discovered, such as:
- Britsh defensive veterancy not working AT ALL
- Anvil upgrade not working at all
- etc, etc
Wait does the British defensive vet and anvil upgrade not work at all right now? Or have these bugs been fixed previously? |
The Vickers can only self spot if you recrew it with Tommies that have been upgraded with Pyrotechnics supplies. However:
- You will be paying a 35MP reinforcement cost on the crew (Tommies will use their old reinforcement cost due to a bug)
- Pyrotechnics supplies suffers from the same woes that offensive veterancy does; only the initial models receive upgraded sight
Having said, that, I agree with everything you said, except for one thing; How can the lengthier burst of the Vickers ever be considered as an advantage (and not a disadvantage):
- Even with the burst length factored, Vickers definitely deals less suppression per unit of time
- Longer burst length means that the enemy can dive out-of-sight/in cover during your burst, and thus receive less suppression/damage
Sure, if the burst length of the MG42 and the Vickers were equal, the Vickers would be even worse. However, what did you have in mind?
The vickers should always be able to self spot in a garrison at vet 1 but I thought it has more natural line of sight as well? I may be remembering wrong or this was something changed in the old Brit alpha. Maybe some one could dig up the stats for us? I'm not at home.
As for the longer bursts I feel like the vickers spends a lot more time shooting and a lot less time reloading. Once a unit gets suppressed it is effectively stuck in the arc in most cases anyways. Always feels like my Vickers do a lot more damage than my MG42s even though I love using both units. |
If micro doesn't matter then why do players like Luvnest, Jesulin, Jove, Barton, Noggano, etc always beat the rest of the pack on ladder and in tournies?
What do you think it is that makes them stronger players?
Trust me, micro matters. It matters a lot in this game. In fact it might be the most important factor for success. That or unit preservation. |