Soviet (FREE) defensive commander gets:
Anti infantry mine - 2 CP - cheaper, does nothing to vehicles
DHSK heavy MG - 1 CP - slightly heavier than the .50cal, I think. In weapon team form.
Tank traps - 2 CP - it's tank traps
45mm AT gun - 3 CP - same as the urban defense commander
120mm mortar - 2 CP - yep, it's that one.
The inclusion of the 45mm AT gun is nice to see, since for a long time now I thought they needed to put some of the paid DLC commander abilities into free ones to get people used to them. And these won't be as ridiculous without the FHQ bonus. |
http://www.twitch.tv/relicentertainment#/w/7402256512
Twitch stream live. As of this post, they just started a 4v4 match to show off some new stuff.
This includes... DEFENSIVE COMMANDERS! So you guys wanting defenses can calm down. It's basically trenches, the Dshk heavy MG, and tank traps for both defensive commanders on either side.
Well, looks like the Public Chat is what I thought would be implemented instead of lobbies.
A larger chat that doesn't take people out of the larger pool to just sit in rooms. Uses steam groups, and you can invite people directly from the chat list without being friends. Friends are automatically sorted to the top of the user list. |
http://www.twitch.tv/relicentertainment#/w/7402256512
View and discuss. There will be rebroadcasts, and if you miss those, the video will be available offline later. |
Yes, there is a difference in mortars. If you don't see it, you haven't been playing. The 81mm German mortar fires a lot faster than the Soviet 82mm mortar and with more accuracy. This is going to make it much more effective at dislodging garrisoned units.
Both mortars and grenades will "be improved" against garrisoned units, which means your rifle grenades will be improved without the need for BS random building collapses. Collapses happened to both sides, so you should be happy for its removal.
Soviets only get normal infantry grenades via commander units, not everyone uses those commanders, nor should they have to.
Lastly, Germans have the flame half-track, which can come out pretty early and is along their normal tech path.
You really can't sit there and just talk about one comparison, when there's even more counters in each army. |
Threads like this are only pointless when you try to distill a complex and interweaving balance scheme into.
It's important to break down how and why the Soviets won or lost games and the tournament overall, and how and why the German players lost or won games.
More importantly, just who actually won that tournament? How many Soviet players placed in the top 5 or 10? Were people only playing one faction, or were they switching every time? What maps were played? What were the build orders? What happened in each major engagement? What were the timings on those builds that caused certain units to be available to fight in the major engagements?
So many factors to consider. Not so easily boiled down. |
Also, German mortars fire relatively quickly, and they're being improved against garrisoned units. The barrage on the 81mm mortar is actually a fast barrage compared to the seemingly moderate fire rate increase of other mortars.
Also, flamethrowers, if the leaked notes are to be believed, will be a lot less prone to spontaneously combusting, which is what was making flamethrowers really difficult and too dangerous to use in the mid to late game.
Molotovs still cost munitions for 1 throw as well. They also don't quite have the same effect since the damage mostly goes to the spot in the building it hit. Flamethrowers deal more damage, more regularly, and in the next patch should be doing even more. |
Basically it's a, "Neither confirm nor deny," kind of response.
Which doesn't say these are beta notes, but let's be frank, it sounds like these are real beta notes and Relic should rightfully be pissed about the leak, even if they can't say anything.
So I have to keep saying, do not get your hopes up too much about all these changes making it in. Beta test servers are there to test even the smallest or craziest ideas, many of which don't make it into the game.
That said, even if only half these changes make it in, it shows that Relic knows about, and are looking to address issues raised by the community, even if it takes some time to do so. Sadly, due to the nature of these fan communities, talking about potential changes causes more problems than it helps, which is why they keep things secret. |
coh1 was too sniper-centric anyway.
It's one of the things people get a little too rose colored glasses about.
Snipers aren't god beings, if they stood around firing at everything they were detected and gunned down like anything else.
If LMG armed Grens get close enough to fire, for long enough for the LMG to set and fire, then the sniper should die.
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I think the +240 start is one of the things that won't make it to the live patch.
Also, this is an incomplete beta patch changelog. This means there's changes and additions before this that aren't listed. They may have normalized both faction starting resources and such.
Also, the KV-8 damage adjustment is actually a nerf. Its DPS is down to 16 from 18. The higher damage per shot helps finish off fast moving vehicles though. And considering that few vehicles will have the vet 2 survivability bonuses anymore, such a nerf would be needed to prevent the KV-8 from being too all around useful. |
That or stack conscripts a bit earlier against things like AGrens. |