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russian armor

new ISG is lol

20 Dec 2017, 17:29 PM
#1
avatar of ullumulu

Posts: 2243

min 45:08!!

when you slow the vid to 0.5 you can see the model get the shell right into the face...but didn get dmg.


https://youtu.be/avSg2lmT7zE?t=2706

what is here wrong???
20 Dec 2017, 17:55 PM
#2
avatar of Nilon

Posts: 68

If you compare the crater of the explosion with the position of the rifleman the sheel lands behind him. The feeling you got may be just because the explosion was just behind his head.
20 Dec 2017, 18:03 PM
#3
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

You can use "." and "," to go frame by frame on youtube. Answer on top.

Also damage didn't change IIRC.
20 Dec 2017, 19:03 PM
#4
avatar of ullumulu

Posts: 2243

jump backJump back to quoted post20 Dec 2017, 17:55 PMNilon
If you compare the crater of the explosion with the position of the rifleman the sheel lands behind him. The feeling you got may be just because the explosion was just behind his head.

You looked to the false second...look to 45:08 where the model get the shell on its head
20 Dec 2017, 19:08 PM
#5
avatar of Grumpy

Posts: 1951

-Cost decreased from 330MP to 270MP
-Auto-attack range decreased from 100 to 80
-Autoattack range bonus removed from Veterancy 1
-Anti-structure damage increased (from 1/0.5/0.25 to 2/0.3/0.15)
-HE Barrage recharge time increased from 30 secs to 40 secs
-Smoke barrage recharge time independent from HE barrage
-Intel Bulletin for barrage recharge lowered from -25% recharge to -10% recharge
-Now has access to a smoke barrage ability
-Population reduced from 9 to 7
-Penetration reduced from 75 to 35
-Incendiary barrage scatter FoW penalty increased from 1.25 to 1.75

Smoke added, price decreased to same as mortar, no change to damage. I haven't used it myself yet but seems like really good changes.
20 Dec 2017, 19:19 PM
#6
avatar of ullumulu

Posts: 2243

It is not that there only things changed which are seen in patchnotes.
There was many times failure was done...like the mg which shot above half map.

Or the isg with 300speed and faster than any other unit in game...
20 Dec 2017, 19:22 PM
#7
avatar of ferwiner
Donator 11

Posts: 2885

The soldier was moving towards the explosion. Damage got calculated when shell hit the ground, the explosion fx cames afterwards. That means soldier wont get additional damage by walking into the explosion fx, he would get the damage if he was inside AoE when shell hit the ground.
20 Dec 2017, 20:03 PM
#8
avatar of jagd wölfe

Posts: 1660

They should revert cost change and improve aoe..it's still useless against garrisons as it does zero damafe to troops inside and is still mediocre as anti indirect fire unit.
20 Dec 2017, 20:14 PM
#9
avatar of ullumulu

Posts: 2243

The problem is: it has to less range since okw will not Build frp anymore anf it cant retreat...this is the main Problem now
20 Dec 2017, 20:38 PM
#10
avatar of Grumpy

Posts: 1951

The problem is: it has to less range since okw will not Build frp anymore anf it cant retreat...this is the main Problem now


Yes, the 85 range auto-attack is clearly a crisis when compared to the incredible 60 range of the USF mortar.

Seen any mortar pits since the patch? Most every faction recieved nerfs to their indirect which was overdue.
20 Dec 2017, 20:41 PM
#11
avatar of Hon3ynuts

Posts: 818

Is there any justifiable balance reason for this unit and the pack howitzer not being able to retreat?

Like Would they be too strong if they could retreat? I certainly don't think so. It seems like they just wanted to make them different for the hell of it.
20 Dec 2017, 20:49 PM
#12
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

It is not that there only things changed which are seen in patchnotes.
There was many times failure was done...like the mg which shot above half map.

Or the isg with 300speed and faster than any other unit in game...

Those were Lelic patches, this patch has been extensively tested for bugs beforehand by the whole community.
20 Dec 2017, 20:53 PM
#13
avatar of blvckdream

Posts: 2458 | Subs: 1

New ISG with smoke and doctrinal fire barrage is good. Just used it and thought it was just right.
20 Dec 2017, 22:17 PM
#14
avatar of aerafield

Posts: 2981 | Subs: 3

Im not a fan of "mains" in general, but damn....

I think low rank OKW mains is one of the craziest things I have ever seen in video games :-//
20 Dec 2017, 22:36 PM
#15
avatar of jagd wölfe

Posts: 1660

Is there any justifiable balance reason for this unit and the pack howitzer not being able to retreat?

Like Would they be too strong if they could retreat? I certainly don't think so. It seems like they just wanted to make them different for the hell of it.


+ 1

-Give pack howie and isg retreat button
-Give isg normal/higher cost
-Give isg better aoe
-Give pack howie a lower cooldown

So much bs useless unit for the "muh asimmetrical balance"
20 Dec 2017, 22:39 PM
#16
avatar of jagd wölfe

Posts: 1660

The problem is: it has to less range since okw will not Build frp anymore anf it cant retreat...this is the main Problem now


Range isn't an issue.
You AREN'T supposed to camp it near your truck.

A retreat button tho will make micro manage of this unit as mobile indirect fire easier.
20 Dec 2017, 22:50 PM
#17
avatar of Alphrum

Posts: 808

jump backJump back to quoted post20 Dec 2017, 19:08 PMGrumpy
-Cost decreased from 330MP to 270MP
-Auto-attack range decreased from 100 to 80
-Autoattack range bonus removed from Veterancy 1
-Anti-structure damage increased (from 1/0.5/0.25 to 2/0.3/0.15)
-HE Barrage recharge time increased from 30 secs to 40 secs
-Smoke barrage recharge time independent from HE barrage
-Intel Bulletin for barrage recharge lowered from -25% recharge to -10% recharge
-Now has access to a smoke barrage ability
-Population reduced from 9 to 7
-Penetration reduced from 75 to 35
-Incendiary barrage scatter FoW penalty increased from 1.25 to 1.75

Smoke added, price decreased to same as mortar, no change to damage. I haven't used it myself yet but seems like really good changes.


have you played with the new isg? its horse sh*t. only good thing is smoke
20 Dec 2017, 23:36 PM
#18
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

jump backJump back to quoted post20 Dec 2017, 22:50 PMAlphrum


have you played with the new isg? its horse sh*t. only good thing is smoke

It's literally the same, but cheaper and you need to use barrage at long range. Unless you were using it as AT, but then I have news for you....
21 Dec 2017, 00:10 AM
#19
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
But really, in paper changes are good, but in game i dont feel it. Barrage are not powerful, maybe need buff it. Shoot at maxim/vickers, lose 1 model, change position. I prefer just normal mortar, then move this ISG. At least pachawi have powerful barrage and range.
21 Dec 2017, 00:16 AM
#20
avatar of Grumpy

Posts: 1951

jump backJump back to quoted post20 Dec 2017, 22:50 PMAlphrum


have you played with the new isg? its horse sh*t. only good thing is smoke


Yes, a couple of times now. The incendiary from Feuerstorm is good. I like what the balance team did with it. The game didn't need 100-range snipers like the old version of this or the UKF mortar pit.
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