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17 Nov 2017, 12:57 PM
#721
avatar of Stug life

Posts: 4474

jump backJump back to quoted post17 Nov 2017, 09:48 AMLatch


But Obers Booby trap remains the same?
it's not a wipe unless you micro, take a squad inside it wait for the enemy to come inside and go out, and if you fear it so much it can only be built on flag just use a mortar or some explosive on the flag and you should be fine, meanwhile a demo can be placed anywhere cost less and it can wipe alone without micro
in the end BT is just a mine with the potential to wipe if you use it with a stealth unit
17 Nov 2017, 13:46 PM
#722
avatar of Intelligence209

Posts: 1124

“Brace duration reduced from 30 secs to 20 secs
Incoming repairs reduced by 75% while brace is active”

Not what I wanted exactly but I’ll take it, question is, does the incoming repairs count for standfast as well?

I would have preferred to see 10-15 second brace, as it’s supposed to be a backup, not a complete counter and/or
Delay of 3-5 seconds of brace being activated. Since it’s litetally a push to counter button with 0 micro.

and standfast unable to be used with brace.
17 Nov 2017, 15:12 PM
#723
avatar of Alphrum

Posts: 808

JACKSON
Main gun reload from 5.2/5.8 to 4.375/4.975


WHAT
17 Nov 2017, 15:29 PM
#724
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post17 Nov 2017, 15:12 PMAlphrum
JACKSON
Main gun reload from 5.2/5.8 to 4.375/4.975


WHAT


Damage went down from 200 to 160.
17 Nov 2017, 15:33 PM
#725
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15

I'm disappointed with this DBP. I was hoping for more changes for commander revamp.

Its not a revamp after all. :(
17 Nov 2017, 15:36 PM
#726
avatar of __deleted__

Posts: 4314 | Subs: 7

Is is posible to make UKF Field HQ cost only 150 MP when build in HQ territory so their normal medics are not so overpriced ? :huh:
17 Nov 2017, 15:44 PM
#727
avatar of Crecer13

Posts: 2182 | Subs: 2

Reducing slots for conscripts is stupid, conscripts don't have access to weapons racks, no access to DP / Shreck or other powerful weapons. Only the British can help the Soviets with weapons and only one Commander. In the doctrine of hunting tanks, they now have one PTRS? Stupid change
17 Nov 2017, 16:01 PM
#728
avatar of MarkedRaptor

Posts: 320

What do the new base howitzers for British do now? It sounds like they fire faster, are they also more accurate or the opposite?
17 Nov 2017, 16:03 PM
#729
avatar of __deleted__

Posts: 4314 | Subs: 7

What do the new base howitzers for British do now? It sounds like they fire faster, are they also more accurate or the opposite?


And they are available on even IS right now, you dont need to upgrade medics for IS when you have medics in Field HQ :D
17 Nov 2017, 16:11 PM
#730
avatar of Alphrum

Posts: 808



Damage went down from 200 to 160.


so? lower reload with its health, penetration and range its guna be absurd + the extra damage you can do with its ability
17 Nov 2017, 16:12 PM
#731
avatar of Intelligence209

Posts: 1124

jump backJump back to quoted post17 Nov 2017, 15:33 PMnigo
I'm disappointed with this DBP. I was hoping for more changes for commander revamp.

Its not a revamp after all. :(


You should be kinda relieved there isn’t much changes if any, you can literally open a wormhole that will then take months to fix and balance.
17 Nov 2017, 17:31 PM
#732
avatar of Sully

Posts: 390 | Subs: 2

With the the nerfs to the Brit command vehicle, the UC should be allowed to be one again.
17 Nov 2017, 17:34 PM
#733
avatar of MarkedRaptor

Posts: 320



And they are available on even IS right now, you dont need to upgrade medics for IS when you have medics in Field HQ :D


Good point, I wonder if someone could make an engineer/commando based army now that tommies wouldn't be required for their medkits.
17 Nov 2017, 19:14 PM
#734
avatar of Latch

Posts: 773



Good point, I wonder if someone could make an engineer/commando based army now that tommies wouldn't be required for their medkits.


Could do that anyway with vanguard
17 Nov 2017, 21:59 PM
#735
avatar of Australian Magic

Posts: 4630 | Subs: 2

Why nerfing AVRE so much? It was already really tricky to use.

The whole RE Regiment revamp seems like a nerf (or at least small tweaks without anything special to encourage people to use it) instead of trying to bring it new life.
17 Nov 2017, 22:16 PM
#736
avatar of Mr.Smith

Posts: 2636 | Subs: 17

Why nerfing AVRE so much? It was already really tricky to use.

The whole RE Regiment revamp seems like a nerf (or at least small tweaks without anything special to encourage people to use it) instead of trying to bring it new life.


Try using the command vehicle in game, and then tell us with a straight face that the doctrine was nerfed.
17 Nov 2017, 22:41 PM
#737
avatar of Australian Magic

Posts: 4630 | Subs: 2



Try using the command vehicle in game, and then tell us with a straight face that the doctrine was nerfed.


Stand fast - nerf
Vehicle repair - small tweak
Command vehicle - some changes (buffs and nerfs), with biggest one being removed speed penalty
A-B mortar support - buff (or rather fix)
AVRE - nerf (nerfing unit which is already rarely seen and tricky to use).

How all of these changes will make commander meta-one? Becasue I hope you don't want to tell me that it's all about vehicle commander and removed penalty speed that gonna make commander meta-one?
Sure, it will probably a bit better but still I hardly see it being meta.
I mean, designing commander around 1 ability is not best way to solve problems, right?
17 Nov 2017, 22:48 PM
#738
avatar of LimaOscarMike

Posts: 440

i think vehicle repair might consider a buff to AVRE though since this unit need to get close espeacially when attemp to wipe AT gun you can fall back and use this cheap repair ability then back in action in no time also wont force other tank to repair so you can use it while AVRE being repair
17 Nov 2017, 23:17 PM
#739
avatar of blvckdream

Posts: 2458 | Subs: 1

Crocodile nerf seems to be totally over the top to me. Massive HP reduction, damage nerf and pop cap increase? I haven´t tested it yet but I feel like that is going to make it almost useless in many situations.

All the Crocodile needs in my opinion is a sligh pop cap and cost increase. Not this massive nerf.
17 Nov 2017, 23:31 PM
#740
avatar of Mr.Smith

Posts: 2636 | Subs: 17



Stand fast - nerf
Vehicle repair - small tweak
Command vehicle - some changes (buffs and nerfs), with biggest one being removed speed penalty
A-B mortar support - buff (or rather fix)
AVRE - nerf (nerfing unit which is already rarely seen and tricky to use).


The thing is that the commander is not 5 individual abilities; it's a collection of them. Live-version commander has 0 synergy between the units.

If you can't see a synergy forming around the 4 new non-stand-fast abilities, I don't think I can help you :O
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