General Information
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
If this was a incoming patchnote it sure would be nice. Good job!
Not sure though on the heavy heavies, isnt from 100 to 75 a bit of a over-nerf for the isu and ele? Imo these units should hold on to there unique abilities without being op. So maybe some other change than the range?
Sure it's also possible to just change their other statistics while leaving the range, for 1vs1s anyway. I do think that as long as the range isn't changed, even dropping their health values significantly will still make team games revolve around these units because the 40+ range advantage they have over any other vehicle is generally too good to skip except on a few extremely cluttered maps. The only real alternative I see that doesn't involve straight out dropping the range, is to implement a KV-2 style immobile, setup required mode to get 100 range and leave them at like 60 while they're mobile.
These changes are mostly aimed at increasing viability of underused units and abilities and fixing some issues with popular units. Pretty much purely from a 1vs1 perspective because it's the only gamemode I regularly play.
Unit changes:
German sniper: to 64 hp (from 48)
German halftrack: flamer upgrade down to 90 munitions (from 120)
Panzerfaust: trigger range to 23 (from 25).
Add 125mp/30f research for pioneer demolition charges for germans.
Elefant: range to 75 (from 100)
Tiger: AOE radius reduced to 3.0 (from 3.5)
MG42: setup time reduced to 2.5 seconds (from 3.0)
Panzergrenadiers: 1.2 armor (from 1)
Trench: health doubled
Pak43/LeFH/ML-20/B4: Increase gun health significantly (350/470 --> 620)
AT Gun camo (both sides): Reduce movement penalty to 50%
Guard grenade: Reduce AOE radius to 4 (from 4.5)
S-mine buildtime increased to 5 seconds (from 2.5)
Soviet TM-35 mine: Damage far to 0.2 (from 1)
KV-1: Increase front armor to 290 (from 240).
M42 45mm AT gun: increase damage to 100 (from 80), increase penetration to 130/95/60 (from 100/80/60)
ISU152: range to 75 (from 100)
KV-2: Decrease manpower cost to 540 (from 630)
Sherman: Reload speed slowed down by 0.75s
Maxim: team crew logic changed to mimic how soviet MG42 teams setup
PPSH damage drop-off for midrange improved, damage at range 12 to ~1.2 (from 0.8)
M3 cost to 200M/15F (from 190/10)
Riegel Mines: trigger on M3s
Heavy vehicles now require tech before they can be called in:
Tiger, Elefant require Battle Phase 3 OR T3 building
Command Tank, Puma, Stug E requires Battle Phase 2
KV-1, KV-2, KV-8, IS-2, ISU-152, T34-85, Sherman require either T3 or T4 building.
Commander ability changes:
Sector Artillery: Make ability either predict unit movement, or reduce time to arrive significantly
Stuka Close Air Support: Tracking of target improved massively, first round should always hit on target and further ones then try to track target as much as the plane turn rate allows.
Rapid Conscription/Relief infantry: show how many more losses you need to take to get a new squad on top of the ability icon. Decrease cost by 20 munitions.
Vehicle Detection: to 30 munitions (from 60)
Fear Propaganda: Guaranteed suppress on every tick in AOE. Pin and Retreat chances unchanged.
Stuka 50kg bomb drop: Damage to 600 (from 750). Damage far to 0.3 (from 0.25) to keep aoe.
Reduce Soviet Industry manpower penalty to 40 (from 65). Reduce fuel income to 11 (from 13)
Unit veterancy changes:
Soviet Sniper Vet1 Sprint: Increase cost by 15 munitions
Blitzkrieg Tactics: Increase speed max by 0.3 while engine not damaged.
German sniper: incendiary rounds available at vet0, vet1 infantry awareness
Puma: Target Weak Point replaced with Infantry Awareness (or Blitz)
Counter-Barrage: Reduce scatter angle and scatter distance by 25% compared to normal barrage. Give same range as normal barrage.
General gameplay changes:
Demolition charges in the area of a minesweeper can be attacked and destroyed with small arms.
Removal of heavy engine crit chance from faust/atnade
Reinstate plane direction controls from vcoh for plane-based offmap abilities.
Fix automatic reload when a squad weapon (Shreks, PTRS, etc) gets swapped to another member due to model death.
Attack radius of all plane loiter abilities shown on map for both sides with a red circle.
Remanning team weapons: Weapons get remanned with the minimum crew count (1 for 120mm, 2 for anything else).
Show team weapon health bar on crewed weapon teams.
Map Changes:
Fix hedges. Many hedgerows in the game still have very strange behaviour in terms of unit vision. Hedgerows on Semois summer (such as the ones near the strategic point on the left that connects to the munitions point) let you see through them but don't allow direct fire units like snipers to fire through. Hedgerows on Langres behave irrationally after they are destroyed, units won't autofire even into a unit that is just sitting where the hedges used to be in complete view, or any units behind the destroyed hedges. Yet abilities that require direct line of sight like the B4 anti-tank shot still work over these flattened hedgerows but won't over the intact ones.
Crossing in the Woods: Similar to the hedge problem, this map features numerous points where units can't fire through despite having full vision (bushes at the strategic points next to corner fuels, trees around the water crossings)
Road to Kharkov: Redesign the north cutoff by moving or completely removing the bigger building overlooking it and getting rid of the trees that block view of the cutoff when coming from the north base.
Langres Winter: Remove a large portion of heavy snow, particularly from around the two munition points.
Kholodny Summer/Winter: Move right side south cut-off strategic point a bit to the right.
Commander tree changes:
German infantry doctrine: Replace Relief Infantry with G43 upgrade. Replace Fragmentation Bomb with fuel to munitions transfer.
Defensive doctrine (both factions): Change the commander ability to "doubled health on tank traps and halved build time on all defensive structures", add tank traps to the normal build options of pioneers and combat engineers.
NKVD Rifle Disruption: Replace Rapid Conscription with ppsh. Any good ideas what else to do while staying in an NKVD theme?
Soviet combined army: Replace AT gun camo with KV-1 call-in.
You are having connection issues. Whether they are on your end or on Relic's end or at a random router on the way I can't say, but the game will freeze whenever you lose connection to the battle servers, then fast forward to the current state of the game once connection is restored (or if the outage lasts more than a couple of seconds you just get kicked out of the game).
KV8 is actually one of the weaker tanks anti-infantry wise now that every single HE shell seems to home in on infantry and slaughter them by the dozens. I'd definitely rate a Stug E or Command Tank or T70 above a KV8 in terms of damage even if the KV8 still has more staying power than those.
Assgren reinforce bug aside, assgrens and pios are both still quite potent when you make sure to get them very close without taking damage and hitting the "stop" key at the appropriate range to get that dps going.
While pios can definitely be used after you get a squad pinned, to be honest they're not really any more potent than grens at short so all you're left as an advantage is the 40mp.
I don't particularly like the PG nerf. I thought the only problem with PGs last patch was that shreks were too good as AT. That hasn't changed, but now PGs notably worse as an anti-inf unit. I'm not gonna say they're useless, but it feels like the only reason to have one instead of a gren squad if you're not getting shreks is to do squad wipe attempts on retreating units.
Lol, i think that´s one commander/unit we are not going to see for a while.
Tigers are stupidly strong and so are stug Es now. Light artillery barrage is an extremely useful offmap artillery because it's relative cheap, relatively fast to arrive and relatively powerful.
The doctrine is hardly useless and does offer two useful things other tiger commanders don't. Which is more than can be said for some commanders