it is more 4% than 3% and it also moves performance downwards across the various AT ranges.
Im pointing out all 3 simultaneous nerfs to Ost AI, is too much without compensation. Brum VSL Ostt.
In new MSL games i watched on yt, most games are won by allies. So much of wehrboo 'strong' meta deserving 3 nerfbats all at once.
Reminder it has the "terminator commander" format. People have to gamble on using the strongest strats or saving them up for later and risk getting DQ.
From the games i've seen in yt in AEC/Tightrope channels it's basically a split on who won. There's also the bracket from which you can see the results of all games.
https://docs.google.com/spreadsheets/d/1-ptwn9N11mZSocSJcL8xTQFrI8knU86DWoOL7OnCXjo/edit#gid=1184725771
OH: 30/65 = 46.15%
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I'm pretty sure both sections and volks (and possibly riflemen with 2 commanders) could do that too. Nothing unique to cons about that.
They were more robust and bigger in size. There used to be a player called Lenny which basically had a "100 sandbag spam" way of playing.
Imagine losing a point and returning 30s later to discover you can't maneuver around because someone spammed 15 5% HP sandbags all around the zone. |
I seriously can not believe that a 3% increased chance to pen has been dragged on this long... 3%. 3
+1
Because it's not about the change itself rather how it hurts them feelings when any nerf is applied to their favourite faction.
Seems people forget about what's the scope of this patch is: STOCK units and tech and META doctrinal abilities.
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I, for one, prefer to fight these current chad conscripts to the variants you're describing.
Definitely. Probable it applies to both, the ones using them and the ones fighting against them even if some people dislike 7 man cons behind sandbags. |
Moved to lobby as the OP is poor and the discussion drifts towards other topics than the game. |
Invis some offtopic after the discussion swift towards 120mm. |
You cant look at OKW, this comparison cant be more wrong really. OKW got tech changes not to provide you with full access to backtech tier, but to give you access to medics, since its a basic tool, which never should have been locked behind chose. You still have to pay just as much, if you decide to fully unlock med track units.
Right now soviet T1 and T2 in their core idea, arent meant to be used at the same time without any resource punishment.
In its core this idea that "Either T1 or T2" is the opened pandora box. Because idealy both T1 and T2 units should justify skipping each other, and they are by far dont, well T1 at least. Because in any case, if you are unable to roflstomp your opponent with T1 and force him to surrender and completly baselock him, you will still need T2 at least for an AT gun.
Personnaly I think this is over-all bad desing, and T3 should requare both T1 and T2 to be build, with proper cost ajustment ofcourse. In this case at least whole soviet T1\T2 units can be balanced in context that you will always have access to them, because they are part of your tech and not self sufficient buildings, which ideally should provide whole roster of self-sufficient units.
You are still getting access to ISG, which is more than enough of what you need. It's the fuel based vehicles which are locked, from which only 1 is really needed late into the game if you need AA. |
"chad conscripts" can't believe that's a thing, i remember when they used to be garbage.
Because they nerfed their cheese tools.
Old Oorah for free/5 muni.
Multikilling trip wire flare.
Ghost sandbag spam.
Death crit molotovs.
PPSH + HTD
PTRS killing support weapons.
There had been plenty of chad conscript patches.
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imo as long as one compare similar units , like ATG with ATG or infatry with infatry the report is useful.
Due to what it seems a problem with tickrate/update, you can't even compare the same units that they will be doing different damage. |
If you are going to do the test, i suggest you watch the replay afterwards and take a look at how the unit stats shows up information in real time. Specially in slow mo.
You'll realise that sometimes after a single shot, the stats briefly updates twice, which leads to the different numbers of dmg done.
EDIT: Dmg is sometimes updated even before the impact of the shell.
This is what i see: A dash "-" represents a different shot while a bar "/" represents a quick update on value on the same shot.
Pak: 550 - 826/1376 - 2203 - 3029
Zis: 550 - 1376 - 2203 - 3029
Pounder: 275/826 - 1376 - 1927 - 2478
Rak: 550 - 826/1376 - 1652/2203 - 2478/3029
57mm: 550 - 826/1376 - 1652/2203 - 2478/3029 |