Yeah he is probably right. Whenever I get raped by a 4:30 T70 and a second one at 5:30, I always think to myself: "Damn, if only I could take out those repair stations 50% faster!"
Lolz. Indeed, repair stations were broken before, but this was not the biggest obvious problem with SI. I suspect they wanted to see what drops in the price of AT guns would do to SI. I still think it (and Elite) deserve to be smacked into the sun with the nerf bat. |
I love Stugs and I rarely build them for two reasons:
1) For a small price increase I can get a unit with far high survivability and only slightly less AT
2) Stugs are very vulnerable to flanking and their low health means even a single unit that flanks them dooms them. At their cost it is too risky.
I would love to be able to rely on Stugs again, and for a short time I did. The increase in their target size and buffs to AT guns makes them very risky for me right now. If I lose it I cannot possibly hope to stop the now superior in number T34's coming, but it only takes one at gun hit to put it in a terrible place and AT nades always penetrate from the front. As soon as the number of T34's is +1 to the number of Stugs, I have a hard time using it without blobbing all my units to protect it.
In addition, it has low AI abilities and means instead of supporting infantry it needs them to babysit while it looks for tanks. The stun is good but is glitchy (sometime impacting terrain, sometimes not firing correctly) and requires the Stug not to move. They are also completely useless in team games where a single SU85 can destroy them in 2-3 hits. Annoying late game they are very inconsistent against heavy tanks because they can get randomly stunned and then they are dead because of their low health.
Stugs were great in the Beta, and deserve to be useful again. Either deep cuts in the price, or buff the stats. It can either be buffed to deal with tanks more effectively or have better health and armor to stay closer to infantry. |
IMO, the PPSH change is a huge nerf. They come out a bit earlier, but the huge dps nerf makes it not worth it to me.
The mun cost? Who cares, when it was already peanuts.
It is certainly a nerf, but then again it was broken before by accident so it needed to be fixed. Don't forget by getting PPSH's you are threatening grens with good dmg up close and forcing them to upgrade to lmg's instead of allowing the Ost player to hold on to their muntions. That means you have taken 60 munitions out of the coffers and placed them on the field.
I often find myself as Soviet trying to get German players to spend munitions quickly so I can beat them on the ground. Ost is often dependent on high munition cost abilities late in the game to clear the numerically superior Soviet forces. If they don't have them they can't spend them. |
To clarify, we removed a response delay of 0.251s on stop, move, flinch, and reaction orders. Previously, commands would be queued and delayed until this transition period expired.
In other words, if you previously issued a stop order followed by a move order, you would experience a 0.502s delay before the squad moved. This change impacts games against players and the AI. It does not resolve input delay caused by lag however.
Thanks for this! It was especially noticeable for tanks which would sometimes halt in combat while receiving orders, and then slowly accelerate again, or would not move because more commands had been issued. |
+1
This has been brought up before, but I have not heard anything from Relic. It should be a relatively high priority. |
that sounds very different than "Basically it means your entire Con force can have PPSHs very long before Ost can have even a single LMG/G43 on one Gren"
Tuvok, I don't mean to jump on the bandwagon, but it means exactly that. Since PPSHs come earlier and the cost of 6 PPSHs = the cost of 1 LMG, your entire con force will have them before the grens have 1 LMG. Unless, you build more than 6 cons to start the game, which I could not understand how you could get away with that. |
Thread: ISU-15210 Dec 2013, 22:31 PM
They are, but they are also all doctrinal. There is very little soviets have in their non-doctrinal units that can really present any danger to an elephant.
The only thing I can think of would be to damage the engine and bring at guns into range.
This is somewhat off topic, but the Elephant is also doctrinal. Indeed without doctrinal units the Soviets will need to defeat the Elephant with combined arms, but it is very doable. A two SU85's can kill and elephant before it can turn around if they get shots on the rear armor.
The elephant is hard to deal with, that's the point. It costs almost as much as a full army to deploy and it is made to deny Soviet armor one part of the map. Consider moving your forces to another area of the map to deal with it. The Ost player has to to keep forces around their Elephant at all times to protect it. Meaning 50% or more of their man power is in play in an area you know about. |
Agree with Greeb.
If this commander was given a later game call in in exchange for something, then this mine would immediately need to be increased in cost. In addition, if this mine is ever brought into another commander it will need to be increased in cost.
I think this commander show cases the difficulty of balancing 15 million commanders simultaneously. |
Get a refund because your game doesn't work properly.
Not saying it's likely, but it has happened to me. First two shots bring tank to 5%, third shot damages engine or takes out gun, fourth shot kills, sometimes sends it out of control which can require a fifth shot but I did not include that here since the tank is already dead. |
I have never played a game where I have almost 1000 mp to deny a small area a chance to use armor. |