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GCS Balance Preview

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21 Apr 2017, 15:12 PM
#321
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post21 Apr 2017, 14:24 PMDelodax


a) How will this combat the "death loop"?

b) When can we expect the patch to hit live? My fingers are itching! ;)

you can always test it in game and get a better picture for yourself.
21 Apr 2017, 15:28 PM
#322
avatar of PanzerGeneralForever

Posts: 1072

So after not Playing for 9 months, can someone tell me what GCS balance is? Is this a preview for the balance patch thats gonna be implemented in the live game or just another person's mod?
21 Apr 2017, 15:31 PM
#323
avatar of Vipper

Posts: 13476 | Subs: 1

So after not Playing for 9 months, can someone tell me what GCS balance is? Is this a preview for the balance patch thats gonna be implemented in the live game or just another person's mod?

preview of the next patch
21 Apr 2017, 18:03 PM
#324
avatar of Delodax

Posts: 49



A) I think the idea is that be changing the mobility of the crew that when a model gets picked off the next man up can run faster to the gun and GTFO before dying and starting the loop. Squad formation I'm less sure about...

B) Should be next Tuesday


Thanks for the replies - stoked for Tuesday! 8)
21 Apr 2017, 18:33 PM
#325
avatar of TheSleep3r

Posts: 670

Will the option of destroying previously placed emplacements (pits, boforses etc) be considered in this/next patch? One could argue that it's more of a balance issue (too many emplacements with their popcap -> deal with it until they are destroyed) but I believe this feature should be added at one point.
21 Apr 2017, 19:38 PM
#326
avatar of Array
Donator 11

Posts: 609

Will the option of destroying previously placed emplacements (pits, boforses etc) be considered in this/next patch? One could argue that it's more of a balance issue (too many emplacements with their popcap -> deal with it until they are destroyed) but I believe this feature should be added at one point.


But that would for example make it possible to self destroy emplacements just before an opponent kills them denying them the xp
21 Apr 2017, 19:41 PM
#327
avatar of TheSleep3r

Posts: 670

jump backJump back to quoted post21 Apr 2017, 19:38 PMArray


But that would for example make it possible to self destroy emplacements just before an opponent kills them denying them the xp


I think xp is received for making damage and not killing, and so emplacements could be destroyed only if out of combat.
21 Apr 2017, 21:29 PM
#328
avatar of insaneHoshi

Posts: 911

jump backJump back to quoted post20 Apr 2017, 14:49 PMEsxile

More or less what OKW does with the Kubel and the Sturm.


Well except one can retreat a squad facing a kubel and sturm.

If a unit gets caught capping a far point, the clown car and flamer will wipe that squad.

So maybe a bit less in that case.
22 Apr 2017, 18:24 PM
#329
avatar of Australian Magic

Posts: 4630 | Subs: 2

So the third game between Von and Burmie clearly showed how awesome and well-thought was the decision to revert pzfaust changes :foreveralone:

It was like 6-7mins without any counter to M3 <444>3 Good times coming for SU T1
22 Apr 2017, 18:35 PM
#330
avatar of mycalliope

Posts: 721

So the third game between Von and Burmie clearly showed how awesome and well-thought was the decision to revert pzfaust changes :foreveralone:

It was like 6-7mins without any counter to M3 <444>3 Good times coming for SU T1



my god can't believe i agree with you.....if you want to dimnish okw power with some unis that are out of scope then wait for it don't create artificial difficulty and balance,did we get this kind of change wiht brts or su or oh no....then why mr.smith did it with okw is beyond me
22 Apr 2017, 18:40 PM
#331
avatar of Australian Magic

Posts: 4630 | Subs: 2




my god can't believe i agree with you.....


Now my life is fullfiled and I can die in peace :foreveralone:
22 Apr 2017, 19:08 PM
#332
avatar of Alphrum

Posts: 808

wait what they REVERTED the panzerfaust changes? LOOOOOOOOOOOL
22 Apr 2017, 20:48 PM
#333
avatar of Dangerous-Cloth

Posts: 2066

Reverted panzerfaust changes, upped panzerfaust cost. GCS tourney showed this to be a good change LOL
22 Apr 2017, 22:37 PM
#334
avatar of TickTack

Posts: 578

So the third game between Von and Burmie clearly showed how awesome and well-thought was the decision to revert pzfaust changes :foreveralone:

It was like 6-7mins without any counter to M3 <444>3 Good times coming for SU T1

But I watched the games after that one and rak were firing at 4 minutes.
22 Apr 2017, 23:55 PM
#335
avatar of EtherealDragon

Posts: 1890 | Subs: 1


But I watched the games after that one and rak were firing at 4 minutes.


Well yeah, but a single Raken can only do so much against a Flamer Clown Car - as soon as soon as it gets flanked it's going to get chased down on retreat more often than not. Don't get me wrong, OKW has counters available but it makes life a lot harder without fausts.
23 Apr 2017, 06:13 AM
#336
avatar of TickTack

Posts: 578



Don't get me wrong, OKW has counters available but it makes life a lot harder without fausts.

Isn't that the point though?

The faction has the counters it needs, people just need to l2adapt
23 Apr 2017, 09:20 AM
#337
avatar of Dangerous-Cloth

Posts: 2066


Isn't that the point though?

The faction has the counters it needs, people just need to l2adapt


Anyone with the micro capabilities of a brick wall can dodge a raketten. Having to buy that silly raketten means the truck comes even later which means the faust will come even later. You will lose map presence because you can´t effectively counter the light vehicle meaning less munitions. Guess what! They upped the price to 30 too lol!
23 Apr 2017, 09:41 AM
#338
avatar of Australian Magic

Posts: 4630 | Subs: 2

Disproportion in micro between running with Clown Car and using raketen agasint is so huge that it shouldn't be considered as a counter.

Not to mention that Clow Car and run around whole map making you bleed like hell while raketten cannot be everywhere at once.

By the way - nice sense of humor - telling people that it's only L2P while having only ONE 1v1 game as OKW :luvDerp::luvDerp:
23 Apr 2017, 09:46 AM
#339
avatar of __deleted__

Posts: 4314 | Subs: 7

But then OKW get luchs/flaktrack and if he doesn´t screw up, Soviets will have hard time with only tier1
23 Apr 2017, 09:48 AM
#340
avatar of Australian Magic

Posts: 4630 | Subs: 2

But then OKW get luchs/flaktrack and if he doesn´t screw up, Soviets will have hard time with only tier1


If you are able to survive.

Put Penals in M3, run straight to 251/17 and stachel it.

Not to mention that well used M3 will give you so big advantage that you will have T70 when Luchs or 251/17 will hit the field. Like Burmie yesterday. KV8 vs 251/17 :foreveralone:
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