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Relic Winter Balance Preview v1.6 Update

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20 Jan 2017, 18:04 PM
#1
avatar of capiqua
Senior Mapmaker Badge

Posts: 960 | Subs: 2

Relic Winter Balance Preview v1.6 Update



Winter Balance 1.6 Notes here -->

Feedback thread -->

Mod workshop location-->

Please post replays here-->

20 Jan 2017, 18:12 PM
#2
avatar of __deleted__

Posts: 4315 | Subs: 7

Can someone make full list of changes whitch are of force in 1v6 ? Also with all numerical changes. THX
20 Jan 2017, 18:15 PM
#3
avatar of __deleted__

Posts: 4315 | Subs: 7

Wait. You literaly only nerfed already weak penals in 1v5. I thought they were getting some buffs to AI department with removal of AT. Or Am I missing something ?
20 Jan 2017, 18:16 PM
#4
avatar of DonnieChan

Posts: 1575 | Subs: 1

aaa
20 Jan 2017, 18:17 PM
#5
avatar of aaa

Posts: 1390

nice joke
20 Jan 2017, 18:19 PM
#6
avatar of Mr.Smith

Posts: 2633 | Subs: 17

Wait. You literaly only nerfed already weak penals in 1v5. I thought they were getting some buffs to AI department with removal of AT. Or Am I missing something ?


They get access to the AT satchel, vanilla. i.e., the AT satchel is no longer locked behind the PTRS upgrade
20 Jan 2017, 18:22 PM
#7
avatar of Torniks

Posts: 296

Well done on reducing the 1.5 omni-potency of Penals. A flavoured infantry unit representing a niche role/historical theme should not be taking over roles of core/elite squads like Conscripts and Guards. A step in the right direction.
aaa
20 Jan 2017, 18:23 PM
#8
avatar of aaa

Posts: 1390

IDK but the whole problem of T1 non-viability is the fact that it has 0 counter to light vehicle rush.
So it will be guards docs every game again.

Maybe add m42 to T1 as 4th unit if ptrs is out.
20 Jan 2017, 18:24 PM
#9
avatar of pigsoup
Patrion 14

Posts: 4288 | Subs: 2

cool cool cool
20 Jan 2017, 18:26 PM
#10
avatar of Outsider_Sidaroth

Posts: 1076 | Subs: 1

So the M20 will keep costing 340 MP?
20 Jan 2017, 18:29 PM
#11
avatar of Muad'Dib

Posts: 334

The reverted light vehicle changes may come back in a later update or a later version of WBP? I liked them :(
20 Jan 2017, 18:30 PM
#12
avatar of le_saucisson_masque

Posts: 474 | Subs: 2

jump backJump back to quoted post20 Jan 2017, 18:23 PMaaa
IDK but the whole problem of T1 non-viability is the fact that it has 0 counter to light vehicle rush.

So it will be guards docs every game again.


that's the way T1 always worked.

T1 -> good AI, weak Anti vehicle
T2 -> weak AI, good anti vehicle.

that's one of the chore mecanic of coh 2 balance between ost & soviet and it is good to see it again.
20 Jan 2017, 18:30 PM
#13
avatar of DAZ187

Posts: 414

has this game only become about penals? locking flamers behind molly really? is merging the AT nades and mollys into one packaged too much work? i guess 2k17 is all about NOT IN SCOPE. :snfPeter:
20 Jan 2017, 18:32 PM
#14
avatar of Mr.Smith

Posts: 2633 | Subs: 17

The reverted light vehicle changes may come back in a later update or a later version of WBP? I liked them :(


Later version of WBP, I'd say is extremely unlikely. The Scope stepped in, and demanded a sacrifice in volume of changes to keep patch to a minimum.

The only way we will be seeing them back is if the community steps up and request them (e.g., for a future minor update).
20 Jan 2017, 18:33 PM
#15
avatar of Dangerous-Cloth

Posts: 1851

Wait. You literaly only nerfed already weak penals in 1v5. I thought they were getting some buffs to AI department with removal of AT. Or Am I missing something ?


lol

I know this is bait, but still, lol
20 Jan 2017, 18:48 PM
#16
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2102 | Subs: 4



Later version of WBP, I'd say is extremely unlikely. The Scope stepped in, and demanded a sacrifice in volume of changes to keep patch to a minimum.

The only way we will be seeing them back is if the community steps up and request them (e.g., for a future minor update).

Wait, so you didn't just pull them out because they were already good and didn't need more testing? You pulled them out because Relic says patch is too big and they can't make it to the final version?
20 Jan 2017, 18:53 PM
#17
avatar of kitekaze

Posts: 354



They get access to the AT satchel, vanilla. i.e., the AT satchel is no longer locked behind the PTRS upgrade


The Penal PTRS upgrade was good. If the number of PTRS was the problem, simply increase PTRS for veterancy (start with 1 PTRS, add one PTRS for vet 1, add another one for vet 3)

Guard could use bazooka instead of PTRS (IIRC in MoW Guard use lend-lease bazooka as their AT weapon) so no overlap. They can come to the field with one bazooka and another one lock behind vet.
aaa
20 Jan 2017, 18:55 PM
#18
avatar of aaa

Posts: 1390

One way or another soft cointer to LV rush should exist in T1. Or best docs are out of the game as it is now.
One option is M42 plus much longer repair time for light vehicles. Now they hit mine repair it in 10 sec as if nothing happened.

Ptrs penals would do well if their AI is removed and sprint is available to run away from infantry. So dedicated AT unit.
20 Jan 2017, 19:02 PM
#19
avatar of Mr.Smith

Posts: 2633 | Subs: 17

Guys, regarding T1 anti-vehicle counters, please be aware that Penal satchels now act as a snare. It's not the best snare in the game, but it will probably be good enough to hold vehicles at bay.
20 Jan 2017, 19:05 PM
#20
avatar of wouren
Senior Social Media Manager Badge

Posts: 1277 | Subs: 3

I feel a lot more confident in the balance team with 1.5 and 1.6.

Could you round down some of the more gratuitous decimals in the mod? Maybe down to the hundredth? Right now, we have decimals to the thousandth and ten- and hundred-thousandth.
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