Interesting definition of stronger, unless you think that people actually hang around to get hit by the second and third shots from railway.
Railway is 1 shot on target + 2 somewhere random:
600 damage, aoe radius 12, lethal radius ~5.6 for first shot
600 damage, aoe radius 12, lethal radius ~8.1 for two following ones
Patched Stuka
750 damage, aoe radius 15, lethal radius ~10.9
Unpatched Stuka has a lethal radius of 15. The patched version would still have 3.7 times the area of lethal damage compared to the railway. And it's doing 60 damage even at at radius 15 compared to 30 damage from railway at 12.
EDIT: fixing lethal radiuses, me bad at math
I think you are looking at stuka_blablab_mp when the game uses the one without the "_mp" because fuck consistency.
No they are not, they are almost identical , one is baptized "plane" the other "artillery", Stuka gets 1 hit, Gustav gets 3 that are actually stronger.
They fulfil different roles. The whole powerlevel of the Stuka dive comes from the lack of flares and having to localise the location through sound. While it takes several time to drop from the moment you choose a location, your opponent has a smaller windows to react cause the sound starts to play way later.
Gustav gives you 1 single precise shot with flares and then you get RNG shots around the location, which is more of a denial of zone or killing blow for enemies which are immobilised.
I wouldn't mind it been more effective against non braced emplacements, considering the cost increase but one has to remember something.
-Stuka bomb strike aoe distance from 3.75/5.625/7.5 to 3.75/7.5/11.25, mid damage from 0.15 to 0.35 (large buff)
-It seeems it added death critical on damage (so it's the same been near or far away from the explosion).
-Pre ninja buff: lethal range 6.5
-After ninja buff: lethal range 15
So after getting the ability fixed, it should be around 9.5 lethal AoE with the current numbers and with a higher far damage before the ninja buffs.
The real question should be: after "ninja-fixing", is it worth a ±40% buff on infantry lethality an increase of 40muni?
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Wasn't this why they introduced removing players who were inactive, because someone who played 50 games with the original tiger ace then stopped playing when it was nerfed was going to stay high up... Etc
More like too many smurfs clogging the top ranking on ladder. |
Regarding demos, i was thinking the other day:
1-Demos are revealed visually at 10 range by any enemy unit.
2-Demos are not targetable unless a minesweeper is in range.
3-Remove death crit, reduce OTK zone but spread damage.
Demos as booby trap on garrison is fine. Same if use on cover or concealed behind objects. On the other hand, if they are in the middle of the road or in the open...Someone paying attention will avoid them.
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I like the format you used here. And yes I can agree with you 100% on it. So what I would like to know if anyone here can confirm #3 (like has anyone seen any forwarded emails/or straight up replies from so n so, as well as if #2 can give an fact or opinion on #4.
More like due to respect, NDA or whatever, that is not something most if any company at all would tell you (you as the general public). |
I appreciate your reply, I’m more or less looking for facts, to actually build a chain of command. To actually know what behind the scenes are.
We all know how the winter balance patch and others alike came out, along with various events that relic “took part in” what I’m looking for is who is “relic” I mean is it Kyle that is saying yes or no, is it the cook at McDonald’s across the street from relics HQ. is it some Japanese dude in japan who can give to shits about coh2. Who bought relic because he lost a bet.
This whole website is observations and I thinks, nothing real specific on who is actually doing what, one thing I do know is there is a chain, and if someone legit just explains it like Mr. smith, then we can go from there. Instead it’s pitch silence. This is a time for a community member to actually let us know who’s their contact in relic, who makes the decisions.
From what i could gather along this years is that they don't want to let you know and they just have a scapegoat around (which is basically what CM are nowadays in general). They had some intentions of changing things (do you remember Cuddletronic on the bug section?) but i think the funds run dry and people were relocated to other sections.
You won't get more info out of this:
Community: complain, discuss, suggest, ask for things.
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Community members with capabilities to use world builder/modding/game knowledge: delivers
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Kyle or whoever is the poor soul left behind with CoH2: tries to compile everything and have it test
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???? approves it. |
If they do not run with ourah to close in to 10 units fast and walk, they will be cut down while moving and firing with their reduced DPS.
How is ourah not worth it? If ourah is not worth then probably conscripts are not worth it.
This is accounting from what you said before and on the opening post about having to tweak hoorah or other changes to mitigate the conscripts changes.
"I think I get pretty well. What will happen with these changes is that anyone that want to use conscripts will ourah them to range 10, where "point blank" mechanism kicks in and the whole cover mechanism goes out the window. The result? fight from tactical will become a bloody mess of having to counter wave after wave of screaming conscripts."
A unit which takes roughly a couple of seconds or volleys of fire missed, has to be able to recover that damage lost and the opportunity of been able to snap the enemy squad out of model/dps as approaching. This is why i said, that unless you have PPSH, you don't want to use hoorah to get close at every engagement you have.
I haven't seen it on 4 years since release, besides the early 5 muni hoorah spamming to get faster capping and mobility on a game which had a low lethality to booth with, so i don't think it's gonna be an issue nowadays neither (pure mosin nagant).
So to put it clearly: hoorah is useful. It's not useful as to spam it at every single fight as you mention in your comments (or what i can deduce from wave after wave of screaming conscripts).
You are asking for other nerfs to account for the current Conscripts changes when it has barely been tested and people don't seem to find it obnoxious for the moment. |
I agree, every communication represents Relic. I would imagine that each communication would go thru several layers of sign off before going live. Relic is then also held accountable to that communication. Me personally, I would rather see more vague communication than no communication. And of course each communication is just more ammo for chat/forum trolls But, "Hey we are looking to patch the game in the coming months" goes a long way over nothing. Nothing = Dead Game, dont buy. Look at the activity created by the December patch announcement.
Hey, we had been having this discussion since 2013 and probably the guys behind the scene during the life vcoh as well. But i think it's not easy for them when they don't have someone specifically assign to do this who is capacitated and can live up to the standards of this passionate community on top of having to deal with what seems an extreme disarray of management.
Think about the winter balance patch. It took till spring to be released. Unfortunately, either there's not enough resources to put here in order to get things done or things might be happening behind the scenes which even them might not know when they can get it fix or if they are allowed to get it fix.
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Then you wording was actually pretty poor because this is what you wrote.
and inaccurate since the moving modifier for Mosin is *0.50 Accuracy *1.5 cool-down , resulting to around 42%-47% DPS depending on distance.
If semanthics is all you want to discuss... I would had written half but i guess you would had something else to say. The real point is if you don't have PPSH to greatly overcome the DPS lost on the approach and the muni expenditure it's not worth spamming hoorah. |
It's more akin to a company politic to whether or not they are allowed to say anything at all.
I would love to see more transparency from Relic but I also see the chat in their twitch streams where everyone is just bitching the whole time and calling them retards. Does this happen in other dev streams? Is it just the RTS community that is so salty? Did Relic bring this upon themselves? I am new to the whole community thing so I don't know.
If you expect anything productive from Twitch chat, you are just looking at the wrong place. Twitch chat on any channel is just a cest pool or stream of memes.
If you think people are salty on the RTS community, just jump into any MOBA game. |
I was responding to your argument that overkill factor is important and pointed out that exactly the same applies to VGs (with out ST44).
Not because AGAIN, the dynamic of the early game is different when one has access to 2 full automatic weapons which spread damage and one of them is their starter unit.
Casualties become more RNG the sorter the fight so generally when cover is not involved and range are close. In the live version they become RNG because people tend to ourah conscript and fight at close range, something that will do even more at the patch.
I haven't seen people using hoorah and if they did, they are using Cons wrong. But the truth is, who ever uses Cons to begin with.
And now they will more reason to do so since the optimum range for fight will be 10. And that will force Ostheer either in HMG spam or the 3 g43 doctrines.
And now you are overreacting, cause conscripts winning by a margin at close range was how the game played since it's release till WFA were released.
Using ourah make lose 100% DPS because units do not fire actually.
I was referring to the 50% you have while moving at normal speed
Actually it going to attrition that will beat grenadiers since they around x150% more.
Conscript do not have to "win" engagement due to the bleed factor. Delaying Ostheer teching is a "win" on its own for Soviets.
And that's bs. You WANT to win engagements early on as Soviets, specially if you go for Cons spam and/or light vehicle play. You don't want to be playing from behind. The whole myth of you just have to bleed them cause they are more expensive has been debated since 2013 and it has always been: whoever plays better it's cards is gonna win cause the total reinforcement cost at the end is gonna be the same for both if equal playmaking is done.
That is part of the problem with patches, they do not explain what actually goal of each change is and how they aim to achieve it.
I think we both have enough ingame experience to spot incoming problems before they appear. I also think that this issues should raised ASP since Relic seemed to have ignore many many warning about incoming problems. The fact that ver 1.1 has been already released is promising sing, the fact that it they have moved to ver 1.1 even before testing is an indication that there is nothing wrong with finding problems (like the panther) before actually testing the mod.
There's already a replay with Redwing (someone who has plenty of xp with Con spam and offmeta play) and it seems for now nothing was crazy with Cons.
TBH i don't know your experience ingame cause i never seen your nick nor replays coming from you (i only bring this up cause you mention it). Unless something is completely obvious i don't give doomsday opinions. The PV uproar could be seen miles ahead, same with Jackson changes (although the dynamic with the other units is also huge). I don't think it's so with Cons.
I am posted pages and pages of warnings about the redesign of Penals, the USF mortar, the VG ST44, the ability to decrew USF artillery pieces yet we had to go thru months and years of broken things before they could be fixed.
1- Which redesign? The one who put them on the light while Guards were OP in combination with T70 or the one that gave them PTRS. I never liked the PTRS on Penals and would had just given them an AT satchel if AT nade was researched and/or try with the small AT gun first. You are not the first to complain about them.
2- USF mortar was problematic only because Relic released single player campaign mortar instead of the SU mortar version which was tested on the beta. Nowadays most people skip it.
3- I would gladly see those comments PRIOR to the release of the rework OKW, not after. TBH that was a complete mess and hard to do. There was so much shit going around that in comparison, it was the lesser evil at that moment. Unless my memory betrays me, i've always said that Obers arrive a bit too late but they are completely stupid once they vet. The transition between Volks into more AI infantry can't be done unless you spam PF or get JLI/Falls (both of them having issues with AoE and spacing). Still the main issue with OKW on 1v1 was playing against SU with maxim spam.
4- This has been the case since WFA beta.
I would not insist so much if patch where coming every month or 2 but if the game become broken for another 8 months it will probably die.
You know nothing Jon Snow. We had even less people a couple of months after the game release back on 2013. The active playerbase actually grew later on. The sheer amount of "top" players dropped during the years, specially after some time post WFA and the release of UKF but the more casual base was more than content to keep playing even if UKF, and the commander release after (CalliOP, Cancer and LM) made the game really obnoxious.
The game will die if there is no support at all. There hasn't been any incentive for people to come back and try the game again as it was the case on previous years. Either through balance or content patches. Still we are rocking with similar number of players.
Dead games are: Halo Wars, Homeworld, Steel Division, Grey goo, DAW3, Sudden Strike 4...
Unless it's a remasterisation (Wololo), a Total War or CIV like game, i don't think any other RTS has done any good.
Answers in red. I think i don't have anything more to add nor either part will change it's current opinion. I'll just wait for more replays/games to pop up before commenting any further. |