Not excited about this at all. And I don`t plan on giving those clowns any more of my money, they clearly don`t deserve it.
BTW that EGX presentation was hilarious how nobody cared and all the questions were irrelevant.
I agree ... America again? I wanted to see some russian marines and ostruppen army. |
We're tracking the efficiency output of Pioneers, if they over perform we'll know and make adjustments. Thanks for the response sluzbenik, I'll check out the replay tomorrow.
A major factor/intent with the Pioneer change was to make them viable to diversity the potential openings for Germans. It sounds like that goal was been accomplished; however, we don't want to swing things too far to the other end where that specific strategic becomes too dominant. Like I noted above, we'll keep our eye on it.
Are combat engineers also being looked at to make them viable opening unit? I used to make one more CE squad from the get go in some builds because i love using flamers even though sometimes flamer explode as soon as first encounter start. when osteer mines got buffed or balanced, i used to get 3 CE in big team games just to have two flamers.
They are cheaper now but to be honest, they were never worth 240mp. I still like them but I can't possibly build them in early game because it's just too much of a gamble just to feed my satisfaction to have two flamers. Now they die like flies and cannot be trusted with flamers which makes them have to get close range and give them tendency to jump out of cover. |
Or, you could put your Cons behind yellow cover, and kill 1/3 of the pioneers while they advance, and then continue to win against them in close combat.
And I really don't think a 200 MP unit has to suck balls in Combat just because it can also build basebuildings. A second Pio could be almost a gren.
main problem is that combat engineers and pioneers are incomparable in their usefulness |
main problem for me:
1. pioneers, very effective counter to T0 and T2 (flanking). just get two and upgrade one of them with minesweeper! win win. combat engineers... i guess they do still have flame upgrade which can be wasted by rng gas tank explosion which is always nice.
2. osteer armoured car, very effective counter to T0, T1, T2, M5 Halftrack, Katusha... anything that is not in tank category. AC will surely survive from at nades now unless you have no support near it.
3. M5 is 270mp 30fuel but still in T3... sheeeeeeeeeeeeeeeeit. still useful though.
4. osteer armoured car super effective but only sov light vehicle in T1-T2, M3, got a nerf if anything. "increase light vehicle's usefulness into mid-late game" my ass. sliver of health increase that m3 got came with decent armour nerf, so you will have more health left even when fausted but hell just hope that grens, pioneers, osteer weapons team crews who are not mannign the weapons near you (guards are decent though. just hope they wouldn't bunch up or dance around all the time).
5. sov weapons team bunch up too much making rifle nade super good, like pquemish said in helping hans stream today. |
It'd be a fun patch, except that Soviets can't compete early, and can't compete late. Most people considered the con superiority and map control justified given how fast PzIVs and Ostwinds could roll out, and just forget about the Panther and the PwnUwurfer.
Oh he went shocks? They're standing up to LMG grens? Oh, ok, Tiger doctrine. Even better, Elite Troops.
Did you think about this Peter? Every time I need 2 or more cons and/or maxim to force away 1 LMG gren, that's one other territory he's capping that's not under my control. So if it was the intention to squeeze Soviets onto a tiny corner of the map and wait for call-in tanks, mission accomplished.
Grens should probably be 260 MP at least if the weapons profiles are going to be maintained. If one could always get the drop on an LMG/G43 gren with a PPSH squad or flank and throw a Molotov, it'd be fine. In theory it looks good. In reality it's almost impossible to ever accomplish. Relic's perception of Ostheer players seems to be that they stand around in static positions all game.
+1 |
I fully agree but maybe we should start by increasing soviet sandbag usefulness a little bit.
With the current meta they can be great, but:
They take quite long to build. too long for a game (and especially a faction) that focuses on movement so much.
What I did some time ago was giving sandbags to german Pioneers, Grens and Osttruppen while decreasing soviet sandbag build time, increasing hp and decreasing the min left and right distance (so that they are easier to place) and giving combat engineers access to them as well.
So while a german sandbag segment was shorter to build it took roughly the same time to build enough segments so that they have the length of the soviet sandbag emplacement, which was far more robust and couldnt be run over by light vehicles.
Sandbags for both factions would be interesting, but at the same time asymmetrical balance with soviet-only access is cool too^^
I'm ok with sandbag build time until I see a german bunker going up. It builds just as fast and infinitely more useful even if you are only decent with them.
Also, I hate how units sometime can't line up neatly along a straight line covers, eg. sandbags,low walls. Sometimes my conscripts stack neatly in a line and don't get suppressed by mg. But more often than not, one guy or more has to be away from the sandbag and mg suppress the whole squad. Just frustrating. |
Don't want to be rude... but.... play more and we'll talk later... ok...?
I guess I should have just speculated not speak from the experience. I sorry |
At a first look, there are many nice things in this patch.
Going deeper, it doesn't look so nice as it seems.
Saw nowhere the "one-shot squad wiping" problem resolved. On the contrary, german infantry gets decreased armor value. .... lol.....
Saw increased cost for PPSHs... from 30 amo to 40.... wow... what a big difference....
Happy for 2 seconds when I saw G43 decrease cost to 40 amo...but wait... JUST for Pzgrens. Who the fuck will upgrade PZgrens with G43s...may I ask.
Fuel cost for soviet building and for german phases increased... we will probably see an avalanche of call-in tanks... soviet call-ins quicker, of course, because they come at 9 CP.
No Kv-8 nerfing but AGAIN german infantry armor value decreased. Nice....
Mechanized groups get insignificant cost decreases while the half track loses more than 1/4 of its health. Great, now we will NEVER see those units again.
"LMG42 now requires Battle Phase 1 to unlock"
"Flame projector upgrade now requires battle phase 2"
....Excuse me...?!
"Officer armor from 4 to 1"
Now why was that necessary?
"DP-28 cost from 60 MU to 100 MU"
I red twice, thought it was a joke. A bad one.
"Cost from 320 MP to 280 MP
Population from 6 to 7
Updated AOE profile on Model 24 Stielgranate Grenade Assault
Assault Grenadiers now gain sprint"
What, they will be the new "units of doom"?! Gsus...
Saw they mess up the starting resources the second time in this game. Why was the first modification necessary? What we have now is close to what it was in the beginning.
Sorry, I was really upset because of these things.
ppsh 40 mu is enough now that it changes long range cons into short range unit.
g43 wasnt good enough for you before?
avalanche of call-in tanks? not in my experience (10 games so far) not yet at least. I think the delay is just enough to prolong early-mid game but not too long to make ppl wait for call ins.
every unit's armor is now 1 except shock (1.5), pgrens (1.2?).
complaining about fht? m5 is still in t3 but is costs 270mp and 30 fuel...
guards actually kill now. DP actaully makes difference too. But it feels like now they are worth 60mu not 100....
ass gren spam encountered 90% of the game... cheesy as hell
|
What's the story of Guard's DPs? They've been upped to 100 muni and don't seem to have been given anything in return. My experience previously of them is that they don't hold a candle to the (now cheaper) MG42... are they better or are they the same? (if they are the same then that's one hell of a nerf, the DP weren't worth the 60 munis as it was last patch...
I used them in about 4 games after the patch so far and I don't know if it's because of the overall small arms damage increase or something, they felt and performed better than before in my opinion. before, they couldnt kill a thing even with DP, but now they do decent damage. 100 mu seems too much though...
overall,patch feels good so far but 90% of the games I had after the patch from 2v2 to 4v4 (i played about 10 games)dominant german strat now is to go ass-gren, overwhelm sov at the very beginning which is unpreventable for sov and build bunkers, pgrens to armor. This strat feels a little OP and its pain to counter even if noobs use them.
also, the new fuel changes will only delay armor 2-3 min. I am all for inf-based combat but tanks are still too dominant once they are out...
the new 3v3-4v4 map... why is it so jam-packed? why so many ramps, fences that weapons team cannot vault over and so many high walls, fences that makes the map so maze-like. |
Just wow, germans lost because of the elefant dude, no doubt.
He kept making suicide panzers 4's vs su85/IS2's and I just saw one of the worst uses of the elefant tank destroyer.
After seeing that, gg soviets, you deserved the win, but in my opinion, stop acting cocky
ok dad. Im sorry. I hope i didnt disappoint you.
i guess next time we will post the game we lose |