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CP changes

11 Dec 2013, 00:09 AM
#1
avatar of ferrozoica

Posts: 208

What are people's thoughts on this?

The most significant ones that I've seen so far are:

Shocks and Guards -
PPSH's -

KV8 +
IS2 - (now both 9 CP's!)


Elephant +
Mechanised Assault Groups + (why...?)
11 Dec 2013, 00:26 AM
#2
avatar of Con!

Posts: 299

shocks, guards, and, ppsh seem pretty crazy for the timing they now come.
11 Dec 2013, 00:30 AM
#3
avatar of Turtle

Posts: 401

I haven't been able to get into steam, but I recall reading they come out much earlier.

What about AGrens and Partisans/Irregulars?

Are those all still 0 CP or were they put at 1?
11 Dec 2013, 00:34 AM
#4
avatar of Brick Top

Posts: 1159

Ppsh sooner? Oh wow :s
11 Dec 2013, 00:35 AM
#5
avatar of Omega_Warrior

Posts: 2561

PPSH and guards did come a tiny bit later then when you actually needed them so that's good, but shocks could have probably stayed higher.
11 Dec 2013, 03:15 AM
#6
avatar of link0

Posts: 337

Is there a list of all the CP changes? It's not in the patch notes.
11 Dec 2013, 04:04 AM
#7
avatar of Greeb

Posts: 971

I think all of them just got doubled, and you win these points twice faster, so nothing has changed yet.

I suppose that some 0 CP abilities will be changed to 1 CP.
11 Dec 2013, 04:22 AM
#8
avatar of ferrozoica

Posts: 208

jump backJump back to quoted post11 Dec 2013, 04:04 AMGreeb
I think all of them just got doubled, and you win these points twice faster, so nothing has changed yet.

I suppose that some 0 CP abilities will be changed to 1 CP.


No, they have been changed. Most, if not all the changes are only equivalent to half an old CP.

No abilities at 0 have been changed to 1 afaik
11 Dec 2013, 05:18 AM
#9
avatar of Con!

Posts: 299

The dshk was changed to 1 cp from 0 but all the rest stayed the same. most of the things aren't just doubled there are a lot that stayed the same and some the have 1 more or less then being what they used to be doubled.

The changes will defiantly change how the game is played as some units come earlier then before and some later.
11 Dec 2013, 05:35 AM
#10
avatar of pgmoney

Posts: 86

opel trucks went from 1 cp to 3 so it takes longer to get them now
11 Dec 2013, 06:34 AM
#11
avatar of sevenfour

Posts: 222

I am liking the new CP changes a lot!

Important ones that havent been mentioned (I think):

Mark target 8 CP (nerfed to the late game, which is for the best)
Radio Intercept 0 CP (yay finally)

EDIT: I`ve tested some things against CPU and it seems the Radio Intercept is actually broken and does not work at 0 CP but kicks in later...
11 Dec 2013, 08:06 AM
#12
avatar of What Doth Life?!
Patrion 27

Posts: 1664

I made it to 5 CP's without Radio Intercept working still. Once this bug gets fixed I think commanders using the ability will be much more viable since you will be able to hear cheese coming through the radio.
11 Dec 2013, 08:21 AM
#13
avatar of sevenfour

Posts: 222

I made it to 5 CP's without Radio Intercept working still. Once this bug gets fixed I think commanders using the ability will be much more viable since you will be able to hear cheese coming through the radio.


Exactly.

Also the image of an actual cheese coming from a radio speaker is now stuck in my head.
11 Dec 2013, 08:22 AM
#14
avatar of Cruzz

Posts: 1221 | Subs: 41

I don't mind the earlier shocks and guards that much.

However, reducing the time taken to get ppsh by over half is just ridiculous. Ppsh conscript spam already had been the most powerful and horribly boring strat in the game for ages, and now they make it stronger again.
11 Dec 2013, 08:34 AM
#15
avatar of Chuck Norris

Posts: 93

jump backJump back to quoted post11 Dec 2013, 03:15 AMlink0
Is there a list of all the CP changes? It's not in the patch notes.


This^

It would be much appreciated.



11 Dec 2013, 08:58 AM
#16
avatar of GustavGans

Posts: 747

jump backJump back to quoted post11 Dec 2013, 08:22 AMCruzz
I don't mind the earlier shocks and guards that much.

However, reducing the time taken to get ppsh by over half is just ridiculous. Ppsh conscript spam already had been the most powerful and horribly boring strat in the game for ages, and now they make it stronger again.


ppsh got nerfed though

Exact post

"wooof: cons used to use the singleplayer version, now they use the multiplayer version (the one shocks have used this whole time). the old one was much stronger and way underpriced."
11 Dec 2013, 09:03 AM
#17
avatar of StephennJF

Posts: 934



ppsh got nerfed though

Exact post

"wooof: cons used to use the singleplayer version, now they use the multiplayer version (the one shocks have used this whole time). the old one was much stronger and way underpriced."


Wow I wasn't even aware of that. Thank you!
11 Dec 2013, 09:10 AM
#18
avatar of OnCe_Ov3R

Posts: 195

how do you know that when its not in the patch notes? did u manage to test it? if so how much weaker?
11 Dec 2013, 09:31 AM
#19
avatar of Turtle

Posts: 401

Relic leaves a lot of stuff out of the patch notes. He was looking through the stats to find this info.
11 Dec 2013, 09:39 AM
#20
avatar of Brick Top

Posts: 1159

I don't think shocks coming a little earlier is too bad , because they are expensive and most people called them a little later anyway. There's no huge need to call them before you have 4 cons with molotovs.

They will be nice against assault grens now though.
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