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Patch is up, Kubel is slightly nerfed

25 Sep 2014, 18:58 PM
#42
avatar of Omega_Warrior

Posts: 2561

Only a stopgap measure, but necessary non the less. I'm sure this isn't the last time we will see the kubel jumbled around.
25 Sep 2014, 19:02 PM
#43
avatar of Napalm

Posts: 1595 | Subs: 2

I'd like to think they have a larger patch in the cooker.
25 Sep 2014, 19:04 PM
#44
avatar of Midconflict

Posts: 204

jump backJump back to quoted post25 Sep 2014, 18:33 PMRomeo
It is very obvious that they did this patch because they did not have time to do a "real" patch so they just apply some quick fixes to bring balance into a better state. Then they go back to working on new SP, obs mode, etc. I think they are barely making any effort to bugs and balance at all. If anything we should consider ourselves lucky they even bothered with this much.


I wouldn't say that relic is barely making and effort. I would go more with they don't have the time for a big rework right now that is need for many of the factions. To be far when we look at the Assault Eng nerf that happen 4 days after patch and the kuble and OKW munitions nerf that took 2 weeks or so. One could say that relic took way to long, and didn't care to balance out a game breaking problem (moe Kubel then OKW munitions). In the end thought the problem kubel and OKW munitions problem need more thought and working out so as to not just brake the unit or the faction, which is much harder to fixs than just lowering the damage or one unit.

The way I see it once AA and the obs mode is done and out, relic will turn all it manpower to getting the game balanced for ESports. AA will also be an important part of pay for this turn of manpower by relic, one of the main reason I am going to get AA when it comes out. Which again will be coming out in November and most likely have a large patch with balance and bug fixes with it. I know it is a pain in the ass, but we need to give balance time, and so long as the game is playable and balance is some what better more then worse I have no problem giving them time. I will also admit that it is very hard to keep reminding myself of this at times.:p plenty of times when I want in Meow
25 Sep 2014, 19:05 PM
#45
avatar of m00nch1ld
Donator 11

Posts: 641 | Subs: 1



Even in 1v1 the OKW had more than enough munis for 3+ shrecks, mines, and arty strikes. I pretty much never gave a shit about munis as OKW and it felt kinda silly.

I know but that was not my point ;)
2 of 2 Relic postsRelic 25 Sep 2014, 19:09 PM
#46
avatar of pqumsieh
Developer Relic Badge

Posts: 267 | Subs: 8

Updated change logs once more.
25 Sep 2014, 19:30 PM
#47
avatar of Abdul

Posts: 896

Updated change logs once more.


Ok, so here are the changes:

Sep 9 changes:

Population cost from 4 to 6
Mid accuracy from 0.55 to 0.5
Far accuracy from 0.35 to 0.16
Rate of fire from 8 to 12
Moving accuracy from 0.5 to 0.75
Moving burst multiplier from 0.1 to 0.5
Moving cooldown multiplier from 0.125 to 0.25
Range from 35 to 40
Mid range distance from 20 to 25
Far range distance from 35 to 40
Nearby suppression multiplier from 0.6 to 0.75
Nearby suppression radius from 10 to 12

Suppression from 0.008 to 0.0053
Firing arc from 45 degrees to 30 degrees



Sep 25 changes

Population from 6 to 4
Mid accuracy from 0.5 to 0.55
Far accuracy from 0.16 to 0.35
Rate of fire from 12 to 8
Moving accuracy from 0.75 to 0.5
Moving burst multiplier from 0.5 to 0.1
Moving cooldown multiplier from 0.25 to 0.125
Suppression from 0.0053 to 0.008


Items in red were not reverted. I think the main change was to it's ability to suppress on the move.
25 Sep 2014, 19:40 PM
#48
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

The last big balance patch was 10 days ago, and it was massive. I think enough time should be given to let all the changes settle, while using small hotfixes where needed. They are releasing pretty steady patches about once a month which I feel is a good rate. Not sure why a significant balance patch every 2 weeks is desirable. Also, the last patch had a ton of bug fixes, although sadly introduced several more.


Yes, it was a massive disaster. Maybe if the patch had not utterly and very obviously destroyed the game balance I would agree with you. Maybe if this hotfix was not simply reverting a previous change I would agree with you. We'll just balance in circles forever? A SMALL patch every two weeks is desirable because every time relic release a big patch, they also introduce five new bugs and destroy the game's balance. They are not able to see the ramifications of their changes, it is soooo obvious but they make the same mistake over and over.
25 Sep 2014, 19:50 PM
#49
avatar of NinjaWJ

Posts: 2070

I am happy they mentioned things about 3v3 and 4v4 game modes. The new munitions change should definitely make games feel better. At least there is a sliver of hope that Relic thought about team games and are going to address the OKW problem in the future.
25 Sep 2014, 19:55 PM
#50
avatar of voltardark

Posts: 967

Thanks you Relic for the 4vs4's love. I will start to play again this evening and report my findings here.

Thanks again Relics for hearing us.
25 Sep 2014, 19:55 PM
#51
avatar of Kronosaur0s

Posts: 1701

Just tested the kubel...are you sure it got nerfed? lol
25 Sep 2014, 19:57 PM
#52
avatar of BartonPL

Posts: 2807 | Subs: 6

these changes are so pro, gonna wait another months to play it again
25 Sep 2014, 19:58 PM
#53
avatar of Napalm

Posts: 1595 | Subs: 2

Don't praise them too quickly about fixing 3v3 and 4v4 game modes. Lets see it action for awhile. There are some reasons why these game modes can never be balanced but I'll get into that in another thread.
25 Sep 2014, 20:11 PM
#55
avatar of HYBRIDHAWK6

Posts: 17

So its safe to play USF again?
25 Sep 2014, 20:14 PM
#56
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

"jackshit"..."pisses"... just no.

Please restart, if you wish, in a more considered fashion.

(If ,and when (highly unlikely),I decide to start a thread in the Scrapyard, entitled "Can I swear more effectively than you?", I will ofc let you know ;))
25 Sep 2014, 20:33 PM
#57
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

The history of COH patching since vCOH 1.0 in one picture.

25 Sep 2014, 20:35 PM
#58
avatar of NinjaWJ

Posts: 2070

jump backJump back to quoted post25 Sep 2014, 19:58 PMNapalm
Don't praise them too quickly about fixing 3v3 and 4v4 game modes. Lets see it action for awhile. There are some reasons why these game modes can never be balanced but I'll get into that in another thread.


it is only a stopgap, but I think we planted the idea that team games are broken into Relic's head. Now that they have done something to remedy this (albeit a temporary solution), they will most likely have to finish it eventually
25 Sep 2014, 20:44 PM
#59
avatar of Katitof

Posts: 17884 | Subs: 8

Well....



I told you expecting bug fixes is a wishful thinking.
Pretending they don't exist got some history with relic.

@HYBRIDHAWK6
Nope.
25 Sep 2014, 20:46 PM
#60
avatar of Esxile

Posts: 3600 | Subs: 1

Kubel still too powerfull for USF early game. Do we need to wait 2 more weeks to have something barely balance?

I mean I don't need to play 10 games, first OKW players I meet and Kubel push, it took me 10 minutes to kill it, thanks god around rank 500 as USF you still meet noob OKW players that are unable to micro anything that isn't OP like the Kubel.

Come on, this is a joke that patch...
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