Relic Stream - October 28
![avatar of Horasu](/uploads/avatar/15476.jpg?updated=1443661899)
Posts: 279
![avatar of SpaceHamster](/uploads/avatar/15294.jpg?updated=1447098510)
![Patrion 1](/images/badges/crowdfunding/patron_1.png)
Posts: 474
Like really? It surprised none of you at all that relic will probably never release an optimization patch like ever? I guess me neither.
![avatar of Speculator](/uploads/avatar/9585.jpg?updated=1396018278)
Posts: 157
What irks me is the fact that the offmap can be used in base sectors.
I would've thought there would be a movement to start changing all offmaps to be unusable in base sectors from their philosophy. This really surprised me too.
![avatar of ElSlayer](/uploads/avatar/10861.jpg?updated=1436977395)
Posts: 1605 | Subs: 1
Well, at least salvage gives muni.
![avatar of Esxile](/images/avatars/assault_engineer.png?updated=1414778142)
Posts: 3600 | Subs: 1
2a- With the nerf of the global flam damage, a sturm flammer (no need for 2) is becoming much more interesting than spamming volks flamnade. for the cost of two flamnade you'll have a persistent flamer (up to you to not lose it), much more resilient with vet, you'll lose less munition at throwing flamnade dealing too little damage.
2b- OKW players are well known to cry because their beloved sturms become useless after 5 minutes. this upgrade will let you going safely 2 sturms start for a maximum early impact and dedicate one sturm to repair and the other one to flamer support for the rest of the game when their fighting superiority goes down.
3- Munition salvage at cp0, no need to explain how important is this ability in the context of the commander
5- Rocket Barrage is perfect if you decide to not spam and blob and so not use Recoup Loss, the doctrine gives you the munition salvage ability and you shouldn't be poping more than 1/2 sturmflammer in the game, so 200 ammo isn't a big deal.
I find the commander balance in fact, Dedicated in AI + a good arty barrage. It lacks of AT ability make it balance in my opinion.
The next interesting question are what can counter an early hetzer, the unit has a good armor, enough to deflect ATGs shots.
![avatar of __deleted__](/images/no_av.png)
Posts: 4314 | Subs: 7
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17891 | Subs: 8
These buildings aren't the examples of durability and depending on barrage strength, it might end up cheezy.
![avatar of Australian Magic](/uploads/avatar/9727.png?updated=1475048234)
Posts: 4630 | Subs: 2
I will describe you why not only hetzer but also ALL flame tanks will be useless this patch.
kv8 and crocodille damage decreased from 16 to 10
so now it should have 62,5 % of prenerf (OP) damage output.
But there is also "hidden" direct nerf to them - we increased dot frequencity from 0,5 second to 1,25 second so this means before kv8 make 16 dmg every half second but now it make 10 damage every 1,25 second.
So this will mean it will do now 25 % of previous damage (5 times it did damage before , now it damage 2 times) so this will mean it will do 25 % of previos damage and the hetzer is the same (and croco too )
SO YOU WILL NEED TO ATTACK INFANTRY BY FLAME TANKS 4 TIMES LONGER TO WIPE IT.
![]()
+1
I wonder if they have thought about this double nerf.
![avatar of l4hti](/images/avatars/uberkubel.png?updated=1414778283)
Posts: 476
this community never lets me down
![avatar of Maschinengewehr](/images/no_av.png)
Posts: 334
This thread is a good example of how hypocritical this community is.
Commander doesn't seem op at first glance: "Never gonna buy that shit"
Commander looks OP: "Relic is destroying this game with their P2W dlc policy but I'm gonna buy and abuse the commander anyways."
lololol
+1. So true.
![avatar of daspoulos](/uploads/avatar/10763.jpg?updated=1411438557)
Posts: 1116 | Subs: 1
Permanently Banned![avatar of Burts](/images/avatars/rear_echelons.png?updated=1440837436)
Posts: 1702
I will describe you why not only hetzer but also ALL flame tanks will be useless this patch.
kv8 and crocodille damage decreased from 16 to 10
so now it should have 62,5 % of prenerf (OP) damage output.
But there is also "hidden" direct nerf to them - we increased dot frequencity from 0,5 second to 1,25 second so this means before kv8 make 16 dmg every half second but now it make 10 damage every 1,25 second.
So this will mean it will do now 25 % of previous damage (5 times it did damage before , now it damage 2 times) so this will mean it will do 25 % of previos damage and the hetzer is the same (and croco too )
SO YOU WILL NEED TO ATTACK INFANTRY BY FLAME TANKS 4 TIMES LONGER TO WIPE IT.
![]()
This is wrong. DoT damage will only affect molotovs, flame nades, incendiary arty and stuff that actually leaves a visible flame on the ground. That will be nerfed. Flamethrower damage output like handheld and vehicle ones will not be nerfed. Aside from damage reduction of kv-8 and croc, of course.
![avatar of Omega_Warrior](/uploads/avatar/6833.jpg?updated=1473949666)
Posts: 2561
all flame vehicles leave flame dots. Only hand held flamers don't.
This is wrong. DoT damage will only affect molotovs, flame nades, incendiary arty and stuff that actually leaves a visible flame on the ground. That will be nerfed. Flamethrower damage output like handheld and vehicle ones will not be nerfed. Aside from damage reduction of kv-8 and croc, of course.
![avatar of SpaceHamster](/uploads/avatar/15294.jpg?updated=1447098510)
![Patrion 1](/images/badges/crowdfunding/patron_1.png)
Posts: 474
all flame vehicles leave flame dots. Only hand held flamers don't.
So basically flame DOT's for flamer tanks will be nerfed too right? Or am I reading that wrong?
![avatar of Omega_Warrior](/uploads/avatar/6833.jpg?updated=1473949666)
Posts: 2561
So basically flame DOT's for flamer tanks will be nerfed too right? Or am I reading that wrong?
Yup, pretty much it's all the same mechanic. I suspect that's why the okw hetzer looked like shit, because it was designed with the old DOT in mind.
Infantry was going to have DOT too, but it ended up messing with your own assaults, since your infantry would have to run through their own flames while attacking.
![avatar of Speculator](/uploads/avatar/9585.jpg?updated=1396018278)
Posts: 157
It is allowed in base because it is literally stuka barrage that cost 200 munny (in other faction 250 munny (they get 80% of munny) ) ant that is the same cost as railway arty from special weapons regiment commader , that can be fired in FoW
The Concentrated Artillery Operation from the Special Weapons Regiment is still an ability that can't be used on base sector, which is the point we're trying to make (it also isn't relevant, and the FOW is an entirely different issue that needs to be tackled). It's also not literally the same as the Walking Stuka, the unit is a creeping barrage while the offmap bombards within an AOE radius. The Walking Stuka is also a unit that's vulnerable to attacks, so building it is a risk unto itself compared to offmaps.
![avatar of akula](/uploads/avatar/6864.jpg?updated=1377017465)
Posts: 589
Any thoughts?
![avatar of daspoulos](/uploads/avatar/10763.jpg?updated=1411438557)
Posts: 1116 | Subs: 1
Permanently Bannedcan Relic please address flame tanks doing only 25% of the damage they did pre-patch? how is that balanced? why not a 25% DECREASE? these types of wild swings in DPS only serve to make units useless (in this case) or OP in some other DPS + cases.No I agree flame tanks were drastically overnerfed. DoT damage nerf is fine. But the drastic nerf to flame units to 10 is excessive for units like kv8 and hetzer. 12 o even 13 would of been a good spot.
Any thoughts?
![avatar of Banillo](/images/avatars/tiger.png?updated=1395697084)
Posts: 134
the new off map was able to bring an su85 to half health while the usf cheaper offmaps were able to kill it (time on target less so then the 155mm offmap)
![avatar of Omega_Warrior](/uploads/avatar/6833.jpg?updated=1473949666)
Posts: 2561
my hetzer needed 125 kils to reach vet 5 (inf sections were the target)Time on target has always been shitty.
the new off map was able to bring an su85 to half health while the usf cheaper offmaps were able to kill it (time on target less so then the 155mm offmap)
And 200 is too much for the rockets.
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