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Eastern Front Armies Revamp

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3 Jun 2017, 09:48 AM
#481
avatar of Dangerous-Cloth

Posts: 2066


Cost efficient, not powerful on the battlefield. When is the last time you honestly felt like you were starved of manpower as okw except right after you built something?


What are you on about? Penals are cost efficient and powerful on the battlefield. They rape everything and only get into trouble once vet 5 stg volks show up and lmg obers hit the field.

Riflemen are still very efficient too.

In my opinion the entire vet 5 system needs to go, but that is for another time I suppose. As for MP starved, as USF you can simply decrew some vehicles and gain mp income back, it goes both ways. As for OKW, it all depends on who is playing, but in the right hands they can be very potent.

As for the most no brainer easy mode faction in the game right now? Hands down Brits and Soviets.
3 Jun 2017, 10:18 AM
#482
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

Here is some things, which need to be fixed too:

Penals and Maxim vet 1 abillities don't shown as active like here (from abillity guide):

Look here on your UI. If you see the ability icon on top left corner of this portrait then the modifiers are applying to that unit. If you don't see it, then they are not applying.


According to Penals abillity guide:
4% accuracy, -2% weapon cooldown, and -3% received accuracy per member lost.

If i understood it correctly, max multiplier is 5 due to penals can't lose more then 5 models without losing the squad.

I think they can use this unused icon from the gamefiles for unclickable button on the bottom right abillity bar (at the moment they use icon from For Mother Russia abillity):


And these edited icons for top left corner of penals portrait:


Second, Maxim vet 1 abillity not followed by UI indications


Also, it can get indication, like this KV-2 (and other HMG with activated vet 1 abillity)


JB.
3 Jun 2017, 13:07 PM
#483
avatar of JB.

Posts: 45



1. We want call-ins to still be an option that can be deployed which can act as a possible comeback mechanic or you want to pay a little extra at this time to strengthen a component of your force. The system still needs adjustment, but I think it's preferable over cutting the mechanic out completely.

2. Wait until we get to OKW Revamp. The KT will likely not be as strong once something is done about OKW's snowball effect.



I still think that call-ins replacing tech, regardless of how inefficient it is, is a poor way of going about it because if you just made them tech dependent it would cut out Call-in BS in one go and would mean that call-ins can be directly balanced against other units in the tier. Yes you remove some strategies but overall it would increase strategic diversity. But i suppose anything is better than nothing.

In my opinion, there's no excuse for a heavy tank to be in OKW standard tech, as it reduces strategic diversity and makes them objectively better in the late game. My two cents.
3 Jun 2017, 13:13 PM
#484
avatar of 12ozMouse

Posts: 32



Have we though? Our main focus is to make them more geared to support/utility/harrasment rather than their main fucntion being a one trick pony that pops out of buildings that either decides games or falls off greatly because their squishness gets them killed later on.




So why didn't you change its vet? At this moment it IS a one trick pony. It has no chances to survive because of its squishness. Its target size is 1 and by ranks it is reduced to 0,83. It hasn't got as high damage as falsch and variability as stormtroopers(their target size is 0,75 and it's reducing). Partisans are more or less playable due to their ranks, they have their efficiency increased, their target size is reducing to 0,84 and furher reducing to 0,61. That's worth being noticed. You can't just nerf the damage, give sstrange ability on the 3rd rank and call it "tactical role"
3 Jun 2017, 13:16 PM
#485
avatar of 12ozMouse

Posts: 32

Do you have any plans on remaking doctrines? Will you at least re-design the undoctrine setup? Both the Soviets and the USF have the same problem: they lack armor in the late game. Brits got Comets and Chirchiles, Wehrmacht has has Panther and the Brumbar, OKW has the KT, the Panther and even the Pz 4 is good enough in the late game. You say "use SU-85 and Jacksons", but they cannot be used to support infantry. Moreover, Birts, Wermacht and OKW have AT-only tank destroyers (Firefly, Stug and Jagdpanzer respectively), so it's not about factional uniqueness. Either fix it or add some doctinal tanks for the Soviets.

P.S. The Soviets and the Wermacht could make use of some map control type units\buildings, like the USF major and capitan, the forward outpost etc.
3 Jun 2017, 14:06 PM
#486
avatar of Maret

Posts: 711

Make IS-2 great again. Why only SU have useless havy tanks? Any other faction have normal heavies.
3 Jun 2017, 14:52 PM
#487
avatar of Sturmmaus

Posts: 25


2. Wait until we get to OKW Revamp. The KT will likely not be as strong once something is done about OKW's snowball effect.

I don`t see any sense in nerfing KT. Each faction have their special identities. What then are you going to give instead? For example US has a lot of units, give OKW also the same quantity.
3 Jun 2017, 15:33 PM
#488
avatar of IA3 - HH

Posts: 289


OKW needs to be nerfed with it's no-brainer call-ins (KT,ST,JT,Flame-Hetzer). The JT needs a huge nerf because
it is way too effective at destroying Tanks as a dedicated TD and has way too much Range for a turretless TD with
such a quick Rotation rate so It cannot be flanked. Also it's vet1 Ability is way too strong, since every shot in 4 lands actually
where you targeted it, making it a generalist unit. So many Wehraboos here


what ? quick Rotation ? It cannot be flanked ?
JT is very slow and just use comets as ukf, use echelons or rifles with 2 bazooka + m36 as usf, and use isu 152 + t34s when you play with soviet.
3 Jun 2017, 16:33 PM
#489
avatar of Vipper

Posts: 13476 | Subs: 1


To give the M3 some additional utility outside its scouting and early assault carrier role, the M3 can now drop medical crates, giving the Soviets access to on-field healing. Furthermore, its population has been reduced so there is less competition towards population cap later in the game.

-Can drop medical crates (OKW-style) for 45MU
-Population cap reduced from 5 to 3

The shock value of the m3 with flamer is too high.

Suggestions:
1) Price 200 MP transport only no fire from inside the unit
2) Fix DPS of rear hmg ,lower far DPS of front hmg
3) Upgrade to m3 HT for 70/35 allow medic boxes
or
for 10-15FU unit from inside able to fire and the medic boxes (maybe requiring some extra tech).
3 Jun 2017, 19:57 PM
#490
avatar of insaneHoshi

Posts: 911


OKW needs to be nerfed with it's no-brainer call-ins (KT,ST,JT,Flame-Hetzer). The JT needs a huge nerf because
it is way too effective at destroying Tanks as a dedicated TD and has way too much Range for a turretless TD with
such a quick Rotation rate so It cannot be flanked. Also it's vet1 Ability is way too strong, since every shot in 4 lands actually
where you targeted it, making it a generalist unit. So many Wehraboos here


Flame hetzer wat?
3 Jun 2017, 20:24 PM
#491
avatar of Dangerous-Cloth

Posts: 2066



Flame herzer wat?


flame hetzer op
3 Jun 2017, 20:56 PM
#492
avatar of Alphrum

Posts: 808

jump backJump back to quoted post3 Jun 2017, 16:33 PMVipper

The shock value of the m3 with flamer is too high.

Suggestions:
1) Price 200 MP transport only no fire from inside the unit
2) Fix DPS of rear hmg ,lower far DPS of front hmg
3) Upgrade to m3 HT for 70/35 allow medic boxes
or
for 10-15FU unit from inside able to fire and the medic boxes (maybe requiring some extra tech).



only allies r aloud to have shock value, if axis have it its OP. cant believe i read flame hetzer op and jadtiger op rotation xDDD.

Volks dont need major changes to ther vet. Just remove stg's, lock them behind shewer Hq's or make them either effective at close range, mid range or long range, not buff all 3 at the same time.

KT doesn't need nerf wtf am i reading, it gets countered easily by tank destroyers from all factions

3 Jun 2017, 23:19 PM
#493
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post3 Jun 2017, 16:33 PMVipper

The shock value of the m3 with flamer is too high.

Suggestions:
1) Price 200 MP transport only no fire from inside the unit
2) Fix DPS of rear hmg ,lower far DPS of front hmg
3) Upgrade to m3 HT for 70/35 allow medic boxes
or
for 10-15FU unit from inside able to fire and the medic boxes (maybe requiring some extra tech).

You realize m3 gets countered by literally every unit except mg42 and mortar right? If it's got a flamer it will be pretty faustable too.
3 Jun 2017, 23:21 PM
#494
avatar of frostbite

Posts: 593

even if mg42 or mortors attacks it , it will take massive dmg, the 251 scout car beats it to, especially with flame upgrade
3 Jun 2017, 23:26 PM
#495
avatar of LoopDloop

Posts: 3053

even if mg42 or mortors attacks it , it will take massive dmg, the 251 scout car beats it to, especially with flame upgrade

Yeah lol even flamer a penetrate it. I noticed that this morning.
4 Jun 2017, 10:00 AM
#496
avatar of karolllus

Posts: 172

Two things need to be said here. First is that in 2v2 for instance there is a disparity between factions on both sides. So on side of allies soviets are way above other allies, next would be brits when they decide to build cancer emplacements and last is usf with practically nothing going for them. On axis side okw is literally op and ost is dogshit. Ost struggles everywhere where okw practically strolls.
Second things is that relic doesnt really give a fuck about this game anymore so if a balance patch comes out it has to touch on all the underpowered and overpowered factions alike because we don't know when another patch might come out.

Having that said I propose adding 1 model to ost grenadiers and adjusting their damage so overall it remains the same with current 4 man squad. Reasoning behind is that there is a lot of uncounterable indirect fire like brit mortar or 120 mm that can oneshot grens. Basically grens lose at short-medium range to rifles and penals and at long they lose to IS. Dropping 1 model means losing 25% of vanilla grens dps. Late game every infantry stomps them with double bars, brens etc. After losing only 2 models you have 2 left which means that you have to take a big risk staying on the field because that might equal an easy wipe. But on the other hand retreating means that you cede a lot of map presence.
If on the other hand 1 model was added it would lead to only 20% dmg drop per model and after losing 2 models you could still remain on the field. Indirect fire would wipe them far less than atm.
4 Jun 2017, 14:08 PM
#497
avatar of IA3 - HH

Posts: 289

Add doc FRP to ostheer and soviet, wehrmacht can use an upgraded bunker or SdKfz 251 Halftrack as FRP or like soviets can use ambient buildings as Forward Headquarters and soviet can use Forward Headquarters.
4 Jun 2017, 14:09 PM
#498
avatar of blvckdream

Posts: 2458 | Subs: 1

jump backJump back to quoted post3 Jun 2017, 14:06 PMMaret
Make IS-2 great again. Why only SU have useless havy tanks? Any other faction have normal heavies.


This.
4 Jun 2017, 16:48 PM
#499
avatar of Judge73

Posts: 10

Feels like conscripts become too good against grens. They should lose more reliably at long ranges.
-Make damage 12 but lower acc.
Penals feel more like Rifles and kinda lost their identity with last patches IMO (vet 2 and 3 should be +20 and 20% acc, not 30+30%).
What's the point of maxim vet 1 ability? I mean while mg 34-42 and .50 cal have AP round (Which not only allows to fight light vehicles but also greatly increases AI damage) maxim ability looks pale.
4 Jun 2017, 19:13 PM
#500
avatar of frostbite

Posts: 593

flame ht range or dmg should be lowered it packs to much of a punch early game maybe it should come a little later or make the cost more, its damage output is as strong as a endgame unit like kv8 or croc, two flames shooting different directions with high damage causes major mp drain or allies, with good micro its hard to lose a flame ht. it has high HP also. maybe it lose hp when upgraded to flame? idk just needs a nerf imo its way to powerful. no other unit can deal that kind of damage to buildings, units in cover. even the flame penetrate light vehicles more then its starting mg. it has uber range shooting 2 sides not fair imo
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