The Soviet's are designed to lack flexibility relative to the Germans. You aren't meant to get more than 1 late tier building. |
This is a fairly massive update as will become quite obvious when the patch notes are released. We will be collecting a ton of data over the next few weeks and using that in combination with your feedback to smooth out any wrinkles which may form.
My suggestion is to play for a few days before posting feedback as there is a bit of a learning curve. That said, we look forward to getting your well constructed thoughts on these changes and reading any suggestions/feedback you may have.
Edit: keep in mind the CP cost of vehicles was adjusted last update. We wanted to play these changes out before determining if CP values needed a further increase. |
If you are getting migraines try using a pair of gaming glasses. Gunnar's are great from my experience, don't get headaches anymore. You are probably not blinking as you play, which causes eye strain. |
Good predictions Omega |
To the OP, I think you have presented some great suggestions. We are looking into a number of these items already, the only challenge is time and resources. Our goal over the next 6 months is to really step up the tactical and strategic depth of the game.
Keep the great feedback coming. |
Sounds like the main issue is radio intercept. We will look into it. |
Accuracy is a function of range and the dice roll is very similar to penetration dice rolls. Having both is redundant.
Not if we wanted to better define a units functionality; i.e. a vehicle having a relatively high close range penetration but a steep drop off at long range. |
Just a few points to hopefully clarify the intents behind some of the changes.
First, commanders are not meant to overshadow the core army or its tech. They were designed to supplement the player's army rather than define it. Keep in mind 1 CP is on average achieved by the 0:45 mark in the game. Overall, this is the first step of many to come which will impact pacing and tech progression within the game.
Changes to the 222 were made to better balance the risk/reward aspect of the unit. As noted by many within the community, the unit is extremely fragile making a high munition investment much harder to justify as a player. By lowering the damage and cost of the upgrade, the unit has a lower associated risk but still performs its harassment role as intended. This unit is ideal for hunting down Katyusha's or supporting a defense against an early T70.
Although this patch was relatively small, the larger changes discussed in recent SNF casts will be coming in the following months. The first batch of changes has already been incorporated into the closed beta where it is being rigorously tested.
Although changes may not make complete sense now, when looking at the broader picture and our plans for the coming months they do fit into a defined context. For now, all we can ask is for a bit of patience and trust. As we finalize the schedule, I'll be sure to drop some hints about upcoming updates.
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The reasoning is quite simple, there is a greater opportunity cost associated to a double call-in given you have to save up 240 fuel. For that reason, the double call-in is provided at a discount. The cost of the single call-in T34-85 better represents what its cost would be if it was integrated into the core tech.
Bottom line, saving up 240 fuel has an associated opportunity cost; therefore, we provide the user a slight discount to compensate for this factor. |
@pqumsieh |