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russian armor

Here are our hopes for oktober-patch

18 Oct 2014, 10:50 AM
#21
avatar of ComradeRazor

Posts: 8

Guards AI buff or normal guards spawn with only mosins and two separate upgrades , and Not one step back commander in a store .
And a war spoils rework.
18 Oct 2014, 11:08 AM
#22
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3

I dont think that commander should be sold, this game needs some things that you cant buy with money.
18 Oct 2014, 11:30 AM
#23
avatar of Greeb

Posts: 971

1- Fix bugs
2- Big nerf for superheavy tanks (JT, ISU, Tiger Ace, etc)
3- Balance lategame (similar AT power for all factions)
4- Nerf kubel (fuel cost?)
5- Nerf Blitz
6- Nerf OKW Puma (speed?)

--------------------------------

7- And just for soviets, buff several units in order to diversify strats (penals, Su76, T70, Su85, guards)

I'd say the same for USF, but I suppose that AA will introduce new units and commanders, so I prefer to wait to see them.
19 Oct 2014, 03:04 AM
#24
avatar of Mr. Someguy

Posts: 4928

Blobbing nerf, I'd rather face an ISU every game than face blobs every game like I currently do.
19 Oct 2014, 04:35 AM
#25
avatar of Pedro_Jedi

Posts: 543

I forgot, plis optimization. And this is a longshot, but some soviet commanders sure would thank a major overhaul (NKVD, I'm looking at you). On other topics, sure the Guards also deserve a little more of their button back
19 Oct 2014, 14:34 PM
#26
avatar of JohnnyShaun

Posts: 144

-Stuka zuss fuss : range nerf + AOE nerf + damage nerf + noise fix.

-Katyusha : Rocket launch fix (8 + 8)

-Howis : Longer range to counter mobile arty harass.

-Panzerschrek : Nerf nerf nerf for PanzerGrens or increase muni cost.

-Panzer IV : "The Panther was intended as a counter to the Soviet T-34" so imo panzer IV need to be more in line with T34/76.

US : need heavytank, need calioppe, need kubelcounter, need REAL zooks.

Sov : need officer, need upgrades, need SU100, need BM31.

And Finally, the game need more customization, objectives, community support ingame.


Edit : And for the meta, why talking about Red army, NKVD, communism, order 227 and never National Socialism, SS, Nazism ect ... Why can we see the Red Star , the hammer and the sickle, when swastika is taboo ?
19 Oct 2014, 15:26 PM
#27
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

.................... ... Why can we see the Red Star , the hammer and the sickle, when swastika is taboo ?


this maybe? ;)
19 Oct 2014, 16:12 PM
#28
avatar of luq1608

Posts: 117

can in the next patch which will tankovyy assault tactics can ostheer weapon against armored panzerfaust would be better to hit the armored vehicles
19 Oct 2014, 16:26 PM
#29
avatar of Astarot

Posts: 140

-Pathing still need some work.

-Infantry still cluster at times, they need to be spaced out. I would like to see some sort of formation type of thing like in total war games or AOE. You can tell your INF to go in "V" shape formation or a line... that would be nice.

-Bugs :]

19 Oct 2014, 16:30 PM
#30
avatar of Gdot

Posts: 1165 | Subs: 1

USF needs a lot of buffs if they are going to be in a good place:

weapon cache upgrades buff
Major artillery buff
M36 pen buff
pack howitzer
MG buff
180mm Fix
vehicle crew upgrade fix

Almost everything except rifles and shermans is underperforming.

I also hope to see the call-in changes this patch.





Pack howi is fine, everything else needs to be looked at.
19 Oct 2014, 16:50 PM
#31
avatar of Omega_Warrior

Posts: 2561

jump backJump back to quoted post19 Oct 2014, 16:30 PMGdot


Pack howi is fine, everything else needs to be looked at.
Maybe if it cost 360 and the US had other reliable artillery options, but that is not the world we live in.
Pack is most definitely not fine.
19 Oct 2014, 21:42 PM
#32
avatar of Mr. Someguy

Posts: 4928

Imo both the Pack Howitzer and Infantry Gun are overpriced for their performance, but the Pack Howitzer is by far the worst offender.
19 Oct 2014, 22:06 PM
#33
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

Pro's of pack howitzer
-Good damage
-decent firerate
-very good veterancy levels
-nice AoE

Cons
-480 manpower meaning 40mp for 1 reinforce
-requires 3 men to operate, compare to 2 from isg and mortars
-those vital 3 men are nicely clumped up near each other
-gun provides no green cover like the ISG
-occasionally bugs out making the whole gun unusable

mu suggestions:
-400mp
-provides green cover
20 Oct 2014, 09:26 AM
#34
avatar of JohnnyB

Posts: 2396 | Subs: 1

- Bugs fixes;
- Performance fixes;
- kubel balancing;
- increase JagdTiger speed and lower its front armor value;
- ostheer grenadiers small buff;
- riflemen small buff;
- fuel cost decrease for USF commanders;
- increase Jackson's health;
- amo cost decrease for bazooka and BAR upgrades;
- do something about the Tiger. It's a little UP now;
- don't touch soviets except toning down ISU like this: reduce AOE damage and increase AT performance by a bit.

That's all for me. At list bugs and perfomance please. At list that and it would be fine....
20 Oct 2014, 09:32 AM
#35
avatar of FichtenMoped
Editor in Chief Badge
Patrion 310

Posts: 4785 | Subs: 3

I don't eally see where the Tiger is UP the problem is, that it is almost the only Ostheer late game unit because T4 is still shit!
20 Oct 2014, 09:43 AM
#36
avatar of Lümmel
Patrion 14

Posts: 542 | Subs: 1

- increase JagdTiger speed and lower its front armor value;


Simply make it unable to shoot through buildings/obstacles. Minor front armor decrease would be good, too. It already has the longest range of all tanks, it doesn't also need the best front armor.

- ostheer grenadiers small buff;


I hope not, Grenadiers may lack in early game, but are deadly with vet and mg42.


- riflemen small buff;


Riflemen are more than okay in early game, its the equipment system that needs some love, as you pointed out.

- do something about the Tiger. It's a little UP now;


Definitely not in 1v1.

You may be right about the rest.
20 Oct 2014, 11:38 AM
#37
avatar of Sjakie Terreur

Posts: 15

Income fix > 2v2
Jagdtiger nerf or even better....
delete Jagdtiger ISU 152 Elephant
US late game buff
Penal buff
Solution for call inns
Angoville
Add Supply Yard to Soviets and decrease costs for t3/t4
Bugg fixes
Cons vet buffs (so they scale better in late game)
Add Bike to wehr and Jeep to US
Move US MG to t0
Remove suppression off Kubel make it bike-like

21 Oct 2014, 00:59 AM
#38
avatar of GTTV

Posts: 68

Fix to call-in meta.

Bug fixes.

War spoils rework.

Do these three things in that order and I'll be happy.
21 Oct 2014, 02:30 AM
#39
avatar of ZombieRommel

Posts: 91

Cross-posting from the official forums. Here's what I'd like to see:

-Bazooka needs better accuracy and a cost reduction. It should be able to snipe Kubels from a distance and putting a double-zook squad inside a building should deter all light vehicles (puma, etc.)

-BAR needs DPS increase, and possible in-field upgrade for extra munitions to circumvent retreating to base to upgrade

-Vanilla sherman needs slight armor increase, slight acceleration increase, and smoke to not stop movement

-Nerf to kubel suppressing units in green and yellow cover

-Scatter nerf to walking stuka and AOE nerf to lower squad wipes and equipment destroys

-Jagdtiger no longer shoot through buildings, slight armor nerfs, no more high "shock" chance

-Airborne .50 cal MG & 57mm AT gun drop already manned

-WC1 moved back to 0CP, DPS or armor nerf if this is too OP

-Armor Crew Thompson switched to "Elite Crew" upgrade, which gives crews an armor upgrade to make the more durable, Thompsons, and locks the tank when they pop out of it so it cannot be stolen

-Pack howitzer setup and unpack times decreased and price reduction from 480MP to 380MP

-Pop cap of M1 Priest reduced

-Kubel auto-MG changed to MG toggle with instant setup but 5-6 second unpack during which time the gun cannot fire
21 Oct 2014, 02:48 AM
#40
avatar of steel

Posts: 1963 | Subs: 1

Cross-posting from the official forums. Here's what I'd like to see:

-Bazooka needs better accuracy and a cost reduction. It should be able to snipe Kubels from a distance and putting a double-zook squad inside a building should deter all light vehicles (puma, etc.)

-BAR needs DPS increase, and possible in-field upgrade for extra munitions to circumvent retreating to base to upgrade

-Vanilla sherman needs slight armor increase, slight acceleration increase, and smoke to not stop movement

-Nerf to kubel suppressing units in green and yellow cover

-Scatter nerf to walking stuka and AOE nerf to lower squad wipes and equipment destroys

-Jagdtiger no longer shoot through buildings, slight armor nerfs, no more high "shock" chance

-Airborne .50 cal MG & 57mm AT gun drop already manned

-WC1 moved back to 0CP, DPS or armor nerf if this is too OP

-Armor Crew Thompson switched to "Elite Crew" upgrade, which gives crews an armor upgrade to make the more durable, Thompsons, and locks the tank when they pop out of it so it cannot be stolen

-Pack howitzer setup and unpack times decreased and price reduction from 480MP to 380MP

-Pop cap of M1 Priest reduced

-Kubel auto-MG changed to MG toggle with instant setup but 5-6 second unpack during which time the gun cannot fire


Let me add and modify some stuff to my liking.

T-34 Armour increase.
Panzer IV Armour reduction.
Panzer IV gun penetration buff
Howitzers buff
Mortars AoE enlargement
Soldiers don't clump up. (Not realistic and promotes squad wipes)
Maxim AoE suppression buff
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