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Relic Winter Balance Preview v1.1 Update

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8 Dec 2016, 03:17 AM
#221
avatar of ZombiFrancis

Posts: 2742



OST sniper incendiary shot accuracy is still 1100% accurate. Sniper changes are out of scope for this patch.


... wat

We feel that the Sniper’s cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes:

When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to return to camouflage for 10 seconds
Snipers cannot cloak until out of combat for 3 seconds
8 Dec 2016, 03:47 AM
#222
avatar of insaneHoshi

Posts: 911



... wat



My thoughts exactly.
8 Dec 2016, 05:18 AM
#223
avatar of Mistah_S

Posts: 851 | Subs: 1


... wat


My thoughts exactly.



Hahaha :hansREKT:!

I think he means tweaking accuracy
8 Dec 2016, 05:18 AM
#224
avatar of Mistah_S

Posts: 851 | Subs: 1


... wat


My thoughts exactly.



Hahaha :hansREKT:!

I think he means tweaking accuracy
8 Dec 2016, 08:26 AM
#225
avatar of Mr.Smith

Posts: 2636 | Subs: 17



... wat



What you are referring to is a bigfix.
8 Dec 2016, 08:28 AM
#226
avatar of ElSlayer

Posts: 1605 | Subs: 1



OST sniper incendiary shot accuracy is still 1100% accurate. Sniper changes are out of scope for this patch.

Just for clarification: 1100% accuracy means it still kills 11 models each time you use it.

8 Dec 2016, 09:26 AM
#227
avatar of Vipper

Posts: 13476 | Subs: 1

Actually sniper incendiary shot could be fixed to kill only 2 models, it would still allow the Wer sniper to counter the Soviet team, without being OP vs infantry/support weapons.
8 Dec 2016, 10:31 AM
#228
avatar of ElSlayer

Posts: 1605 | Subs: 1

jump backJump back to quoted post8 Dec 2016, 09:26 AMVipper
Actually sniper incendiary shot could be fixed to kill only 2 models, it would still allow the Wer sniper to counter the Soviet team, without being OP vs infantry/support weapons.

There is even no need in killing 2 models with incendiary to counter Sniper Team. Just kill one with regular shot and then use incendiary.
8 Dec 2016, 10:59 AM
#229
avatar of Cyanara

Posts: 769 | Subs: 1

Are you able to look at the 'snap to' distance for cover, or is that a hard coded type of thing?

It's been ludicrously large ever since they increased the number of spots behind cover, causing a lot of problems with cover that's just outside a capture radius.
8 Dec 2016, 11:13 AM
#230
avatar of Vipper

Posts: 13476 | Subs: 1


There is even no need in killing 2 models with incendiary to counter Sniper Team. Just kill one with regular shot and then use incendiary.

Well we don't have to nerf the unit in oblivion either. It has become less effective with the removal of camo exploit already...
8 Dec 2016, 12:05 PM
#231
avatar of ElSlayer

Posts: 1605 | Subs: 1

jump backJump back to quoted post8 Dec 2016, 11:13 AMVipper

Well we don't have to nerf the unit in oblivion either. It has become less effective with the removal of camo exploit already...

I didn't suggested any additional nerf.

EDIT: I should add that I'm also against nerfing incendiary shot. It isn't OP unless your opponent blobbing hard (like in the video I posted). The more blob counters we have - the better.
8 Dec 2016, 14:13 PM
#232
avatar of 0ld_Shatterhand
Donator 22

Posts: 194


I didn't suggested any additional nerf.

EDIT: I should add that I'm also against nerfing incendiary shot. It isn't OP unless your opponent blobbing hard (like in the video I posted). The more blob counters we have - the better.


That's not the main problem of the incendiary shot. It only happens once in a lifetime, that you can get 11 kills with it, the only problematic thing is, you have 100% accuracy against retreating troops. You can wipe squads reliably that way and that's rather unfair. The only thing that needs changing is accuracy against retreating troops. The same problem had pumas stun shot, so they fixed it, then it's just consequent to fix this too.
8 Dec 2016, 14:31 PM
#233
avatar of __deleted__

Posts: 4314 | Subs: 7

Problem with sniper icing round is that is have 100% acc against retreating squads
8 Dec 2016, 14:33 PM
#234
avatar of __deleted__

Posts: 4314 | Subs: 7

To someone who knows how the code works right now.

If you merge vet3 cons into vet 3 penals will you get squad with cons recieved acc and penal acc ? Or they only maintain coscript recieved acc ? Or they don´t get anyting only vet0 cons recieved acc debuff ?

Also what is their weapon profile compared to penals weapon profile ?
8 Dec 2016, 14:41 PM
#235
avatar of Mr.Smith

Posts: 2636 | Subs: 17

To someone who knows how the code works right now.

If you merge vet3 cons into vet 3 penals will you get squad with cons recieved acc and penal acc ? Or they only maintain coscript recieved acc ? Or they don´t get anyting only vet0 cons recieved acc debuff ?

Also what is their weapon profile compared to penals weapon profile ?


(With veterancy fixed almost a year ago) none of the following transfer with merging:
- The original weapon of the Conscript squad
- Any acquired veterancy bonuses of the Conscript squad

Instead, all of the following apply:
- Conscripts retain their target size (they are 8.7% more likely to get hit than Penals)
- Conscripts receive the new squad's weapons
- Conscript models receive the new squad's veterancy bonuses

Thus, if you merge a Vet0 Conscript squad into a Vet3 Penal squad:
- The only downside is that the Conscript model will be easier to hit than a Penal model
- They receive the SVT rifle and any veterancy bonuses

In general, if the target squad is not a Shocks Troops squad, or a vanilla Soviet weapon squad (they cost less to reinforce), the relative reinforcement costs make it almost always a better investment to merge than to reinforce. Especially if the targeted squad is already at Vet2.

8 Dec 2016, 14:43 PM
#236
avatar of ZombiFrancis

Posts: 2742



What you are referring to is a bigfix.


Well, as long as it's considered by you to be something different and not affecting how snipers are used in the game I guess that's the best we can hope for right?

I mean, the changelog actually has the change described as within the scope of "Light Vehicles". So you can categorize the change however you want to justify it as valid.
8 Dec 2016, 23:42 PM
#237
avatar of Svanh

Posts: 181



Well, as long as it's considered by you to be something different and not affecting how snipers are used in the game I guess that's the best we can hope for right?

I mean, the changelog actually has the change described as within the scope of "Light Vehicles". So you can categorize the change however you want to justify it as valid.

Doesn't the Sniper cloak change only affect the instant-recloak exploit?
9 Dec 2016, 00:11 AM
#238
avatar of Vipper

Posts: 13476 | Subs: 1


or a vanilla Soviet weapon squad (they cost less to reinforce), the relative reinforcement costs make it almost always a better investment to merge than to reinforce. Especially if the targeted squad is already at Vet2.

It probably even worth merging to maxims (maybe even mortars)since they crews have a target size of 1.25 so you are paying 5 MP more for smaller target size
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