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Kappatch 2

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31 Jan 2015, 11:29 AM
#41
avatar of Enkidu

Posts: 351

Wow, it's so weird mentioning a bug and having it fixed almost instantly... It's amazing.

Anyway, a few more points of feedback:
The addition of suppression on the howitzers is perfect. It's exactly what they need to be effective even if they're not landing hits and getting squad wipes. The projectile speed increase on the ml-20 is noticible and awesome. If the projectile speed on the LefH was also increased, it wasn't noticible. Counter barrage seems a bit lackluster still but I only used it a couple of times. Maybe reduce the cooldown of barrages when it's in that mode? Not sure on that one.

I like how effective guards are now, maybe all they need to not be spammed is a 400mp price tag? Or perhaps just remove their DPs completely and make them AT specialists.






31 Jan 2015, 11:48 AM
#42
avatar of Cruzz

Posts: 1221 | Subs: 41

Realized I hadn't even properly removed all abandons, a couple of light vehicles had abandon chances of 5(everything else was 10) which I handily managed to miss while mass replacing the game files :foreveralone:. Will be fixed later this evening.


31 Jan 2015, 12:13 PM
#43
avatar of VonIvan

Posts: 2487 | Subs: 21

jump backJump back to quoted post31 Jan 2015, 11:48 AMCruzz
Realized I hadn't even properly removed all abandons, a couple of light vehicles had abandon chances of 5(everything else was 10) which I handily managed to miss while mass replacing the game files :foreveralone:. Will be fixed later this evening.





Other than that Cruzz, keep slaving. :snfPeter: :snfQuinn:
31 Jan 2015, 12:18 PM
#44
avatar of Brick Top

Posts: 1159

jump backJump back to quoted post31 Jan 2015, 10:57 AMCruzz


My issue with lack of mortars is that this means maps with a large amount of high obstacles which make the pack howitzer/LEIG useless hugely penalize these two factions. Plus I'm trying to turn OKW into less of a massive infantry blob), adding new non-infantry options is a step on that road.

.


Fair point, but do be careful because I fully believe OKW is designed witg huge strengths and certain weaknesses. By plugging some of the weaknesses you could be buffing them overall while they still maintain all their might.

Perhaps LMG tweaks and adding a muni cost would be enough to offset giving them a wider operational reach (mortar).

For all OKW's powerful advantages, I just feel they are supposed to struggle with indirect fire a little.


As an example, it would be like giving Panzer Elite a P4. An extreme example, but lack of a medium tank is their designed weakness.
31 Jan 2015, 12:24 PM
#45
avatar of CptEend
Patrion 14

Posts: 369

shouldn't APCR be like - increased penetration in overall, no penalty for range (pen same at all ranges), same reload and lower damage? :snfBarton:


APCR rounds have higher velocity and thus higher penetration but actually a heavier penalty for range than regular rounds. HEAT rounds have no penalty for range, because those rounds rely on explosives for penetration rather than velocity.
31 Jan 2015, 12:27 PM
#46
avatar of Australian Magic

Posts: 4630 | Subs: 2

Did you think about switching Kubel with MG and making Kubel 0Cp (or maybe 1 or with 1min cooldown)?
31 Jan 2015, 12:33 PM
#47
avatar of CptEend
Patrion 14

Posts: 369

Cruzz, you're a fucking hero. PLEASE RELIC, HIRE THIS MAN. IT'S NOT IMPORTANT IF CRUZZ WANTS TO DO IT. HE HAS TO DO IT. KIDNAP HIM IF YOU MUST.
31 Jan 2015, 13:54 PM
#49
avatar of Sikko
Patrion 14

Posts: 113

OKW resource transfer is bugged. Both abilities in the Mechanized-Regiment can be activated at the same time.
31 Jan 2015, 15:02 PM
#50
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

Oh my god, this looks amazing. If anyone plays some games please post them here and I will cast them.

Anyone who wants to play add me on Steam.
http://steamcommunity.com/id/PwnageMachine/
31 Jan 2015, 15:08 PM
#51
avatar of GuyFromTheSky

Posts: 229

Holy shit, you just fixed the game. Relic should pay you a thousand bucks and add in these changes in the next balance patch.

…and my new computer is like 2 weeks away. DAMN IT.
31 Jan 2015, 15:33 PM
#52
avatar of Jadame!

Posts: 1122

Cruzz is only man who could beat RNG God himself. Amazing work.
31 Jan 2015, 15:36 PM
#53
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Regarding veterancy tweaks:

Since the inclusion of WFA, theres no longer a need to make vet1 an ability and the subsequent vet levels stat buffs. This means that some units could see their performance buff slightly at vet1 instead of a huge jump at vet2 (IMO PG are a good example). This also applies if you are thinking of adding some abilities which might be "too good" for vet1.

-.-.-.-.-.-.-.-

KV-1: Man the Guns- Rate of fire increased by 30%, movement speed cut in half. 50 munitions, remains active continuously until deactivated, much like Take Aim on the 57mm.

KV-2: 152mm Barrage- Fires three shells out to 100 range. Can only be activated when deployed in artillery mode. 80 munitions.
"Personal Edit": make it work as Bunker busting from Brummba

Partisans: add members, let them put a beacon/mark a building so they can reinforce from it.

Pwferfer: flame barrage?

Guards: defensive stance? Not HTD, but the one from No retreat, no surrender. Stay still, increase dps performance.

OH Pio: same with Grens, i think the med ability could be buff. Self casting, reduce muni cost and/or give them a single stash just like the SP med kit.
31 Jan 2015, 15:44 PM
#54
avatar of Mittens
Donator 11

Posts: 1276

Cruzz for lead balance dev
31 Jan 2015, 17:03 PM
#55
avatar of Stafkeh
Patrion 14

Posts: 1006

Nice work! Played a few games vs AI.
Sturmpioneers with shrecks get to vet5 super fast.
Loved the MP40 and LMG purchase on Volks and Obers!
The mortar is also a nice add.

This vet5 system is still a problem. Makes OKW superb in late game.
31 Jan 2015, 17:47 PM
#56
avatar of Bryan

Posts: 412

Mod Note errors (RELIC!!..Oh wait..no..CRUZZ!) :)

I'll update this post as I find things:

1.
PGrens, Stormtroopers: Smoke grenade, 20 munitions


15 munitions ingame at the moment.

2.
Grenadiers are available from HQ like other factions' basic infantry, but do not have access to any abilities without T1 built.


Rifle Nade unlocked with t2 as per vanilla game. Not sure if this is an error or clarification is required in the mod notes that Grenadiers require t1 building+T2 tech for LMG's & doctrinal G43's, and T1 building for Fausts.


31 Jan 2015, 18:01 PM
#57
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post31 Jan 2015, 17:03 PMStafkeh

This vet5 system is still a problem. Makes OKW superb in late game.


Which is why I'm seriously considering just adding vet4 to other factions. This will also fix a slight issue that most of them have of experience being largely meaningless for infantry units in games longer than 20 minutes because every squad that doesn't get wiped hits vet3.

Only issue is thinking up proper bonuses for each unit.


15 munitions ingame at the moment.


Thanks.


Since the inclusion of WFA, theres no longer a need to make vet1 an ability and the subsequent vet levels stat buffs. This means that some units could see their performance buff slightly at vet1 instead of a huge jump at vet2 (IMO PG are a good example)


Stats are easy but boring. I'd rather add some new abilities as ostheer and soviets don't really have a whole lot of them except for damaging grenades.
31 Jan 2015, 18:23 PM
#58
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post31 Jan 2015, 18:01 PMCruzz

Stats are easy but boring. I'd rather add some new abilities as ostheer and soviets don't really have a whole lot of them except for damaging grenades.


Thats the reason i'm saying that a "powerful" or more useful vet ability can be given but that not neccesarily means it has to be vet1.
31 Jan 2015, 18:24 PM
#59
avatar of ElSlayer

Posts: 1605 | Subs: 1

Suggestion:
- increase SU-76 damage and penetrationg to ZiS-3 level
- remove +damage vet bonus

OR

- give it same projectile trajectory as M8 Scott (shoot over blockers)
31 Jan 2015, 19:15 PM
#60
avatar of l4hti

Posts: 476

Give normal smoke grenades for some OKW infantry units. No point blinding a maxim or 50 cal with blandköpfer, because your units lose health if they move through it. Remove riflemen rifle smoke grenade, give them normal smoke grenade in vet 2, because the rifle smoke grenade range is too long, and it counters MG42s and 34s too easily. Increase Jackson penetration?
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