Conscript Support Tactics looks crazy broken lol:
INCENDIARY ARTILLERY BARRAGE
Areas of the map can be bombarded with incendiary rounds to burn infantry and deny access.
RAPID CONSCRIPTION
Any soldiers lost while Rapid Conscription is active are replaced by Conscript Infantry.
CONSCRIPT ASSAULT PACKAGE UPGRADE
Conscripts replace two of their rifles with PPSh-41 Submachine Guns for better short-range firepower.
CONSCRIPT REPAIR KIT
Demonstrating pure ingenuity, Conscripts can repair any damaged structure, vehicle, or bridge.
HIT THE DIRT!
Conscripts gain the "Hit the Dirt!" ability; when it is active, they seek ground for protection but will not move.
Also, you can buy almost all of the commanders in the CE in a bundle for $8.99.
This kind of answers my question. They all look like existing abilities. And I think it also confirms my fear that..yeah, this is going to be a balancing nightmare. |
Are DLC commanders going to be a different mix of the abilities from the existing commanders? Or will their be entirely new abilities too?
Either way, I see this being a balancing nightmare for Relic. |
You're wrong, 50-50 was before the 13th when it changed to 75-25. Today's changelog is copy-paste
13th:
Veterancy Change:
- Rates changed from 50%/50% (Damage applied / received damage) to 75%/25%.
20th:
Veterancy Change:
- Rates changed from 50%/50% (Damage applied / received damage) to 75%/25%
You're right...dyslexic moment. Sorry. |
Oh, thanks for clarifying!
So this actually slightly favors Ostheer because they tend to do more damage and can do more vs. the vast HP pools of 6men squads?
I don't think so. I think it has to do with overall damage inflicted, not just kills. That, and it's weighted based on the type of unit you're dealing damage to.
For instance, a Conscript squad might earn the same amount of veterancy for killing a full health 4-man Grenadier squad as a Grenadier squad would for killing a full health 6-man Conscript squad. I don't know if that specific example is true, it's just meant to demonstrate how the type of unit you're dealing damage to matters.
Also, the Ostheer will have more targets to deal damage to, but the Soviets will have more units dealing damage. So it balances out in that regard.
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It means that the veterancy will come from 75% from the dmg dealt, and 25% from the dmg recieved : if you recieve only dmg and deal none : you'll gain veterancy slower (2x) than before, but you gain faster vetereancy by dealing dmg
vCoH was 100/0, Applied to Received, right? |
This is a fix to the actual AI - doesn't affect player owned units at all.
Essentially, it stops the computer from leaving the capture area before they've actually captured the location.
Oh, because the notes were broken up into two categories "AI" and "Skirmish AI", I assumed that the CPU changes were listed under Skirmish AI. On second look, it appears that "AI" is more to do with CPU's unit micro, while "Skirmish AI" is about the CPU's macro.
Well, while we're on the topic...how about treating a move inside a capture point just like a capture and waiting until the cap is complete before beginning the next order.
The only "negative" effect it would have is if someone really wants to queue multiple move commands with one of the waypoints being inside an uncapped or enemy owned point (which is probably pretty unlikely).
P.S. - I'm lazy. |
I was thinking that the newly buffed T-70 might be worth a shot. Especially considering I can probably get it out before the PGrens have upgraded to schreks.
I like the MG idea also, I'm still stuck in the Closed Beta mindset where the Maxim's cone of fire was comparable to a drinking straw. |
No, it means the game won't tell you a squad is idle when it's capturing a point.
Although, if the "state" of the unit that displays the "idle" icon is also used internally to determine if a unit is ready for its next queued order, you might see this behavior.
That is, unless you've already tried it and know that it doesn't work that way. |
I am wrong or are all the balance changes in the Jun 20 Patch already included in the Jun 13 Patch?
If you're referring to the veterancy balance changes.
Prior to the 13th, the amount of veterancy awarded to units was biased towards receiving damage, 75% to 25%. With the patch on the 13th, it leveled this out to 50/50. With today's patch, it swings the other direction with a 75/25 bias for inflicting damage.
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I just read the patch notes and though unrelated to balancing, I found this interesting:
- AI attack objective now properly recognizes squads capturing a point as not being idle and triggers the switch from the move stage to the engaged stage
Does this mean that we can queue a squad on an edge of a capture circle or somewhere in cover within the radius and they won't move to the next one before they've finished capping? Currently, the only way to cue capping orders is to actually click on the capture point, and where the squad sets up by default usually isn't optimal in terms of defense or preparing to move onto the next point. |