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Fall Balance Preview

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18 Jul 2017, 02:24 AM
#1
avatar of Antemurale
Senior Moderator Badge

Posts: 948

Link to official forums: https://community.companyofheroes.com/discussion/244194/fall-balance-preview-changelog

Link to download mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1079044359

18 Jul 2017, 02:34 AM
#2
avatar of ZombiFrancis

Posts: 2742

18 Jul 2017, 02:40 AM
#3
avatar of frostbite

Posts: 593

i love most of the adjustments they did from the community mod, nice job
18 Jul 2017, 02:50 AM
#4
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

18 Jul 2017, 03:03 AM
#5
avatar of dOPEnEWhAIRCUT

Posts: 239

Hey look, it's the community balance mod but without all the awful design changes.

Great job on making the right call Relic. Looks great.
18 Jul 2017, 03:25 AM
#6
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4127 | Subs: 3

"• 40 second delay after the FRP is triggered or turned off before the changes take effect."

The issue here is if someone dives your FRP and you cancel it to change the retreat to your base. Say a KV-8 gets onto your FRP, now you can't retreat to your HQ, you just walk back while being barbecued. Other than that no complaints.
18 Jul 2017, 03:33 AM
#7
avatar of pigsoup
Patrion 14

Posts: 4300 | Subs: 2

:)
18 Jul 2017, 04:46 AM
#8
avatar of Kaiseric

Posts: 11

So no buff for "Flak Emplacement" ?
only buff their Anti-Air ?
18 Jul 2017, 06:22 AM
#9
avatar of Crecer13

Posts: 2101 | Subs: 2

- No changes for conscripts? Continue to be the worst infantry.
- If you do not have T4, you call IS-2 expensive uselessness at a more expensive price. Where is the IS-2 buff?

Cute
18 Jul 2017, 06:40 AM
#10
avatar of Esxile

Posts: 3478 | Subs: 1

• OKW Battlegroup unable to reinforce if cut-off from friendly territory.

Finally...
18 Jul 2017, 06:41 AM
#11
avatar of insaneHoshi

Posts: 911

So whats the deal with the walking stuka now?

Before its was very easy to dodge a strike, now since it has less precision, wont it be even easier to dodge?

18 Jul 2017, 07:16 AM
#12
avatar of skemshead

Posts: 602

I am sure most people can find something in this patch to be optimistic about, but really its too little to late.

For example penal change is welcome but the cheese meta over the life of this game has just burned me to the bone.
18 Jul 2017, 07:30 AM
#13
avatar of TheMachine
Senior Caster Badge

Posts: 874 | Subs: 6

Patch looks good, very happy with it overall. Only things that I can see for now which I am extremely concerned about is Miragefla's love for adding in cheesy abilities such as these.

ISG
• "Veterancy 1 range boost replaced by Hollow Charge Shot. This ability is an direct-fire targeted anti-vehicle attack that deals 120 damage and has 200 penetration. Costs 15 munitions."


This tracks moving targets, so it looks extremely rediculous as an artillery shell tracks a super-fast moving T-70 on a road. It also will be really frustrating for a tank to survive with one shot left and a tracking ISG shell random comes in and wipes it. This could be very abusable in 4v4 games, where arty spamming is normal, you get 4-5 ISG's and then you can wipe tanks.

IS-2
"• Veterancy 1 ‘Secure Point’ ability replaced with OF-471 Fragmentation Shell. This ability is a targeted ability that fires a HE shell that cover a large area, but low OHK radius also applies a mini-stun to vehicles hit. Ignores landscape and terrain."

Apparently it's not as bad as it sounds due to having a 4 second delay, so it's like a Mini sturmtiger shell. But this sounds cheesy and frustrating, you could place this on two Paks and then wipe them super easy with DSKK afterwards. AT guns are already pretty flimsy vs t he IS-2 due to massive armour, this will make them even more unreliable.

I don't think all these gimicky abilities is the way to balance things and artificially make units more interactive.

18 Jul 2017, 07:35 AM
#14
avatar of Stark

Posts: 623 | Subs: 1

Wow, those changes. Did expect that coming :D

Guys, as much as i'm against mortar pit spams and abusement i wonder if the pit is able to fight vs leigs after that reduce range changes. This emplacement will be kinda useless if it's gonna be simply outrange by other units this type (mortar vet2 or meansioned leig)
18 Jul 2017, 07:38 AM
#15
avatar of zarok47

Posts: 587

jump backJump back to quoted post18 Jul 2017, 07:35 AMStark
Wow, those changes. Did expect that coming :D

Guys, as much as i'm against mortar pit spams and abusement i wonder if the pit is able to fight vs leigs after that reduce range changes. This emplacement will be kinda useless if it's gonna be simply outrange by other units this type (mortar vet2 or meansioned leig)


Mortar autofire range was reduced, not it's barrage range(115).

On the other hand, spending 400 mp total will net you the old mortar pit+33% faster barrage (and the need to micro the barrage but what is that for the likes of top 100 players?)

I just wonder why anyone wouldn't spend 400 mp.
18 Jul 2017, 07:41 AM
#16
avatar of aomsinzana

Posts: 284 | Subs: 1

Finally, some change fot useless vet1 IS-2 .
18 Jul 2017, 07:42 AM
#17
avatar of Stark

Posts: 623 | Subs: 1

jump backJump back to quoted post18 Jul 2017, 07:38 AMzarok47


Mortar autofire range was reduced, not it's barrage range(115).

On the other hand, spending 400 mp total will net you the old mortar pit+33% faster barrage (and the need to micro the barrage but what is that for the likes of top 100 players?)

I just wonder why anyone wouldn't spend 400 mp.


Auto-Fire and HE Barrage
• Autofire range reduced from 120 to 85
• HE barrage range reduced from 150 to 120
• HE Barrage cooldown reduced from 75 secs to 60 secs

Barrage was reduce too but if you say it's still enough compare to leigs then it's fine. And love that ugrade change. It's finally open this unit to a 1v1 mode and reduce their early game efficiency in team games. :clap:
18 Jul 2017, 07:46 AM
#18
avatar of zarok47

Posts: 587

jump backJump back to quoted post18 Jul 2017, 07:42 AMStark


Auto-Fire and HE Barrage
• Autofire range reduced from 120 to 85
• HE barrage range reduced from 150 to 120
• HE Barrage cooldown reduced from 75 secs to 60 secs

Barrage was reduce too but if you say it's still enough compare to leigs then it's fine. And love that ugrade change. It's finally open this unit to a 1v1 mode and reduce their early game efficiency in team games. :clap:


So if i follow this correctly, the HE barrage had 150 range and is now 120, whereas autofire was 120 and is now 85?
Either way, it means the barrage is now the old autofire range, which is more than enough to counter any and all mortars.

And i've seen plenty of mortar pits in 1vs1, so don't get so excited <.<.

And you can still upgrade the pit straight away, so now you have what, 30 seconds more before the mortar pit fest starts? Not that great imo, but i could be wrong.
18 Jul 2017, 08:00 AM
#19
avatar of Stark

Posts: 623 | Subs: 1

jump backJump back to quoted post18 Jul 2017, 07:46 AMzarok47

And i've seen plenty of mortar pits in 1vs1, so don't get so excited <.<.

And you can still upgrade the pit straight away, so now you have what, 30 seconds more before the mortar pit fest starts? Not that great imo, but i could be wrong.


Yeah but on some maps brits needs early antygarison unit. It;s easier now to get it early game and still have resources to get fast AT gun or AEC. It adds more options imo.

And 30 sec upgrade is still a good thing. First mortar volley won't be so deadly (cannot count when first mortar pit volley wiped my entire squad), 30 sec before it has his full potensial gives some time to respond. Again, more options to fight with, and 30 sec less annoying, not so great but it is still something.
18 Jul 2017, 08:02 AM
#20
avatar of wandererraven

Posts: 353

con not change
pack howi not change (because ISG hugh nerf)

M20 nothing

Recon company nothing
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