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What was the point of introducing DOT flame damage?

5 Oct 2015, 01:55 AM
#1
avatar of Dr. Green Thumb

Posts: 132

Please help me understand why DOT damage was implemented. Were flame units under performing before? It seems like any unit/ability that deals DOT damage outperforms its cost. How does everyone else feel about the changes to flame damage?
5 Oct 2015, 01:55 AM
#2
avatar of WhySooSerious

Posts: 1248

For intended purposes of existing
5 Oct 2015, 01:58 AM
#3
avatar of BeefSurge

Posts: 1891

To enable area denial tactics and further enrich the battle sphere.
5 Oct 2015, 02:03 AM
#4
avatar of Dr. Green Thumb

Posts: 132

For intended purposes of existing


That's not very helpful. I remember the KV8 destroying before DOT damage. Now with DOT damage it can take down OKW trucks in almost 10 secs.

To enable area denial tactics and further enrich the battle sphere.


I like the denial tactics with inf vs buildings and crew-able weapons. When heavy tanks have them it seems a little OP vs inf. It melts them lol. Maybe it's just me that thinks this though.
5 Oct 2015, 02:34 AM
#5
avatar of AchtAchter

Posts: 1604 | Subs: 3

Ok, I'll explain it to you.
Relic has a balance wheel of fortune, after every patch they rotate it to determine which units/weapons/factions they want to overbuff and overnerf with the next patch. Flamers got selected now several times in a row, that's why they are so strong on every unit.
5 Oct 2015, 02:51 AM
#6
5 Oct 2015, 04:27 AM
#7
avatar of Dr. Green Thumb

Posts: 132

Ok, I'll explain it to you.
Relic has a balance wheel of fortune, after every patch they rotate it to determine which units/weapons/factions they want to overbuff and overnerf with the next patch. Flamers got selected now several times in a row, that's why they are so strong on every unit.


Lol, the balance was so good a few months ago. That's actually why I starting playing again. Relive my glorious coh1 days. But damn does it seem a few units are way unbalanced.
5 Oct 2015, 04:51 AM
#8
avatar of What Doth Life?!
Patrion 27

Posts: 1664



That's not very helpful. I remember the KV8 destroying before DOT damage. Now with DOT damage it can take down OKW trucks in almost 10 secs.


I played a ton of Terror Tactics before the changes and the KV8 was a solid choice against OKW HQ trucks but it was AWFUL vs infantry. Don't get me wrong, I do think KV8 and Croc were overbuffed (surprise surprise it's Lelic,) but I also think the entire KV series should have 10% accel/decel at vet 1 instead of capping and 20% better veterancy.
5 Oct 2015, 05:10 AM
#9
avatar of EtherealDragon

Posts: 1890 | Subs: 1

According to Relic's posts Flamethrowers and Fire were always intended to be cover denial weapons but it took them 2 years to realize that they were being used more as AI so they tweaked them with DoT. They also seem to want to promote them as hard counters to garrisons (which is a welcome change for me because players whose entire skill repertoire was "put teh HMG in deh building and win" are the worst.)
5 Oct 2015, 05:16 AM
#10
avatar of Dr. Green Thumb

Posts: 132

According to Relic's posts Flamethrowers and Fire were always intended to be cover denial weapons but it took them 2 years to realize that they were being used more as AI so they tweaked them with DoT. They also seem to want to promote them as hard counters to garrisons (which is a welcome change for me because players whose entire skill repertoire was "put teh HMG in deh building and win" are the worst.)


Didn't Molotov's do a good job at countering that though? With flame tanks they kill mgs so fast you don't even have time to get them or out of the building.


5 Oct 2015, 05:24 AM
#11
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
Maybe if lelic playtested their changes we wouldn't deal with things like okw incendiary nades, mortar halftracks one shotting emplacements, and kv8 returning to its hellfire roast entire aarmies in 2 seconds beta form.

Ahhh lelic.
5 Oct 2015, 05:52 AM
#12
avatar of Hon3ynuts

Posts: 818

According to Relic's posts Flamethrowers and Fire were always intended to be cover denial weapons but it took them 2 years to realize that they were being used more as AI so they tweaked them with DoT. They also seem to want to promote them as hard counters to garrisons (which is a welcome change for me because players whose entire skill repertoire was "put teh HMG in deh building and win" are the worst.)


Why would you build a tank for denying cover though? It seems redundant since at that point in the game tanks just blow up all the cover or kill infantry outright with their high burst damage.

Infantry flamers i can see why you might differentiate them there are tons of other options for anti infantry upgrades.

However for a tank it is either going to be better or worse vs infantry than something with a cannon and if its worse you will go for the unit that can also engage other tanks. In other words flamer tanks can only be anti infantry specialists or serve no strategic function in game.

I can see the intent for infantry and the results seem like a positive direction for infantry(i try to avoid green cover and garrisons vs flamers) but for tanks the changes just don't make much sense
5 Oct 2015, 06:02 AM
#13
avatar of Gbpirate
Senior Editor Badge

Posts: 1150



Why would you build a tank for denying cover though? It seems redundant since at that point in the game tanks just blow up all the cover or kill infantry outright with their high burst damage.

Infantry flamers i can see why you might differentiate them there are tons of other options for anti infantry upgrades.

However for a tank it is either going to be better or worse vs infantry than something with a cannon and if its worse you will go for the unit that can also engage other tanks. In other words flamer tanks can only be anti infantry specialists or serve no strategic function in game.

I can see the intent for infantry and the results seem like a positive direction for infantry(i try to avoid green cover and garrisons vs flamers) but for tanks the changes just don't make much sense



I think it may be a way for a player to push of high-vetted infantry with LMGS. With such high dps, penals, cons, rifles can easily get repulsed by LMG Obers/vetted LMG grens, which are useless against a KV-8 or a Croc.
5 Oct 2015, 06:25 AM
#14
avatar of EtherealDragon

Posts: 1890 | Subs: 1



Didn't Molotov's do a good job at countering that though? With flame tanks they kill mgs so fast you don't even have time to get them or out of the building.




Molotovs were absolute garbage after they removed flame crits (before the flame DoT updates) (take a look at the old Molotovs are useless thread in the Soviet forum). Flames tanks are better for pushing HMGs out of buildings where infantry with flamers or conscipt molos are likely to get suppressed. KV-8 and Croc do feel like a bit much at the moment though I will admit. Though I suppose if you want to play devils advocate that you could argue that they are both significant fuel investments for AI that leaves you hurting for AT and that they should perform to price.

Mostly I'd venture to guess that Relic was too focused on Flamethrowers, Molos, and Incendiary Grenades to really think through what flame Dots would mean for Flamethrower Tanks.
5 Oct 2015, 07:48 AM
#15
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

The biggest difference between the way fire was before and the way it is now is that the fire pools can potentially inflict a lot of friendly fire kills. Using any form of flame vehicle means your own infantry could be in a lot of danger if they're anywhere near it.

It also means flame vehicles are much better vs team weapons than infantry, which can be problematic because it leads to vehicles countering their counters: AT guns. The crocodile is obviously the biggest offender.

I think the damage over time design can create interesting gameplay, but right now almost every flame vehicle feels very strong, and if the KV-8 is borderline OP, the crocodile must be completely over the top.

The wasp though :romeoHairDay:
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