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Farewell & Hello - Breaking Brad

21 Apr 2016, 23:40 PM
#101
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Hah oh man you named yourself that. :clap:

Nice to see you still about.

And now to bask in the salt.
21 Apr 2016, 23:54 PM
#102
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Brad, teach us of how to get a broken dev version of the world builder. I need freedom plez :hyper:
22 Apr 2016, 00:06 AM
#103
avatar of ZeaviS

Posts: 160



IMO this change isn't really solving the problem of volk blobbing and is just promoting the silly-looking tactic of kiting with tanks. Tanks were built for pushing, putting pressure on the enemy and allowing an assault to break the grind of trench warfare.

As long as the Panzershreck remains such an effective AT weapon, all this change will encourage is the horde of volks charging shermans etc. as they back away frantically trying to get the RNG necessary to deal enough dmg to force them to retreat. Not only is this frustrating gameplay (on both sides), but it looks completely ****ing stupid and is completely anathema to the WWII setting.

Having AT on volks gives them flavour and allows for aggressive play, I agree. But the shreck is just too effective to be given to starting infantry so easily. It's fine on the PanzerGrens as it requires a 120 muni investment and a specialisation to an AT unit. But for volks it's a problem, and I think fausts and/or AT rifles would fit them much better.

Finally, if this change only applies to OKW panzershrecks, you will now have the problem of the Ost panzershreck being much better and players who pick up a panzershreck may not know what the range is (particularly in larger games with both Ost and OKW), leading to even more frustration.


How is that different from how tanks approach grenadiers with faust or scripts with nade? You already have to kite infantry anyway in this game to avoid being snared by those abilities. Giving volks faust still forces you to kite them or risk being snared.
22 Apr 2016, 00:29 AM
#104
avatar of WiFiDi
Honorary Member Badge

Posts: 3293

welcome back brad nice to see you again :thumbsup:

Friendly reminder: ;)
this is not the thread to tee off on Brad with insults,

22 Apr 2016, 00:39 AM
#105
avatar of Gustybreeze
Patrion 39

Posts: 64

jump backJump back to quoted post21 Apr 2016, 14:58 PMGdot
'

Like anyone who works in a corp environment you have to work with other people and their ideas. I'm sure plenty of staffers had their input into balance; convoluting the situation.



I hope the balance devs knew how to tell the artists to step off
22 Apr 2016, 02:01 AM
#106
avatar of wongtp

Posts: 647

man stop adding suppression to statics buildings, not for bofors, not for schwere. they have extreme range, snipes infantry and are great at wiping squads in mere seconds.

aoe suppression is just gonna make it much more difficult to get out of range and its just going to be an instant retreat per shot.
22 Apr 2016, 03:13 AM
#107
avatar of Mistah_S

Posts: 851 | Subs: 1

jump backJump back to quoted post21 Apr 2016, 22:43 PMnee
Snip

Wring thread bruh!

Being gaem's dev i questioned alot of his actions. For most of them i considered them as being inapropriette for gaem's dev. But now that he is not carrying relic luggage anymore im starting to like this guy:romeoHairDay:

Wut?
You on Drugs mate?

22 Apr 2016, 08:33 AM
#108
avatar of Myself

Posts: 677


LMG/Bars

Imo there should be a difference between LMG and and BARs. LMG should become better when stationary but worse if the unit is moving. For instance there could be a mechanism like kubel used to have where LMG would get improved DPS the longer the unit stayed stationary.

This way there is trade off on lmg upgrade turning units into defensive immobile units.

Bar on the other hand could have its far DPS lower but be better on the move.


OKW Panzershreck

Since rakken also has less range and Volk no snare not sure if I like the idea. Maybe just replace the shreck with a weaker version or P.faust weapon that fires but has big cooldown (not mu needed)



OKW Trucks

I agree with upgrade would include the AA truck. Set up trucks could also start with less HP/armor and improve with the upgrade.

Would also suggested that base truck could be upgraded with medic. So one does not have to pay so much for healing if one loses medic truck

OKW Flak Emplacement

They need fixing also lots of shot hit the ground or world objects...

OKW Flak halftrack

Not sure seem quite strong, maybe if the AA gun had cost it would make sense.

T34

Sounds good. On the other hand I would also look at vet 1 ability and a ram that improves with veterancy.

Maxim

Agree the retreat though is one of the biggest issue for me.

Partisan

a solid change


Counter Battery

not sure if this is enough. The ability comes way to early...



Bofors

Sounds good but it might need a small increase in range in that case. Imo it is should be less effective at killing retreating infs...


Tommy Building

sounds solid


Improved Fortification:

I agree


Howitzer

In that case the should become more resistant to off maps, or they would be a poor investment.


Penals:

Could work...


Ostruppen

Agree. Reinforcement time should not be linked to unit cost but to unit type...


Rapid Conscription and Relief Infantry

sound good but I think rapid conscription could be competently reworked providing a different infantry...maybe con that can marge but cannot reinforce?
22 Apr 2016, 10:15 AM
#109
avatar of Brick Top

Posts: 1159

Thanks Brad for all your work.

Its incredibly rare to see a Dev love to play a game they were involved in so much, even after leaving the company. Props for that.
22 Apr 2016, 11:17 AM
#113
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

One defamatory post, as well as two further posts citing the defamatory comments invised.

Please do not quote controversial remarks in your own post, if you think the post you cite is likely to be invised. The Report button exists for a reason.

Back to topic.

22 Apr 2016, 14:14 PM
#114
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned


Nah fam. I don't hold any grudges against you. But I am not going to ignore how bad at your job you were. Things like the broken tiger ace and the OKW shwerer crush truck were all released under your watch. I am honestly surprised they did not kick you to the curb long before with your poor job performance. Some community members made a lot better balance mods than you ever did, and they even did it for free and within short time spans.


+1 to Aero posts.
23 Apr 2016, 00:30 AM
#116
avatar of momo4sho
Senior Caster Badge
Donator 22

Posts: 466 | Subs: 1

sup fam, thanks for all games we played, with you or against you.

p.s. play some more cs with me FeelsBadMan
23 Apr 2016, 02:46 AM
#117
avatar of Hans G. Schultz

Posts: 875 | Subs: 2


p.s. play some more cs with me FeelsBadMan

Can I join? I can get a score of -16 without being banned. :snfPeter:
nee
28 Apr 2016, 12:27 PM
#118
avatar of nee

Posts: 1216

Here's another mod question for BB:

What is it with some people not automatically downloading items in the lobby, requiring the host to constantly ask ppl to disable or get stuff in order to start?
28 Apr 2016, 15:27 PM
#119
avatar of Jaedrik

Posts: 446 | Subs: 2

There was literally nothing wrong with OKW truck pushing. OpieOP
It's like people complaining about Luigi's neutral air in Melee. Just be aware of its spacing and when hitstun ends and it's ez punish. Perfect solution would've been to just reduce the armor (as it did) and leave its mobility alone.

I also suspect that someone at Relic saw that the community was willing to balance design for them so they could cut the professional guy they'd have to pay. MVGame
I keed. Not primary reason, no way no how, just a minor addition.
It's nice to have you as part of the 'community' proper now, Brad. :D
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