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russian armor

Flanking is back!!!

11 Sep 2013, 03:21 AM
#1
ntd
11 Sep 2013, 03:46 AM
#2
avatar of ntd
Admin Black Badge

Posts: 790 | Subs: 2

11 Sep 2013, 04:18 AM
#3
avatar of People

Posts: 20

This is a highly fappable content.
11 Sep 2013, 05:01 AM
#4
avatar of MajorasLiepa

Posts: 105

Im so happy....
11 Sep 2013, 10:56 AM
#5
avatar of c r u C e

Posts: 525

This is BALANCEEEEEEEEE !!!!
11 Sep 2013, 10:58 AM
#6
avatar of NoLuckyStrike

Posts: 123

the best flank ive ever seen in my life!!! +1
11 Sep 2013, 12:45 PM
#7
avatar of pewpewforyou

Posts: 101

What's that funny feeling in my pants?
11 Sep 2013, 12:48 PM
#8
avatar of Nullist

Posts: 2425

Permanently Banned
Too bad Grens can't do that, since Maxim has better survival, and can pack up quicker, therefore not having to sit on its ass while packing up and soaking incoming fire for longer.
11 Sep 2013, 12:59 PM
#9
avatar of Cardboard Tank

Posts: 978

Just did that, it´s hilarious:

- 2v2
- Both teammates make 4+ conscript each + Molotov
- Run around
- Profit

Also: Can someone please tell me what the 10% more fire bulletin does now? How many bursts to suppress are needed now and is it even worthwhile any longer?
11 Sep 2013, 13:14 PM
#10
avatar of Turtle

Posts: 401

jump backJump back to quoted post11 Sep 2013, 12:48 PMNullist
Too bad Grens can't do that, since Maxim has better survival, and can pack up quicker, therefore not having to sit on its ass while packing up and soaking incoming fire for longer.


Maxim was also hit by the 25% blanket damage increase for HMGs and Mortars. Since they didn't have an extra man added from their original default, this counts as a bigger nerf than there was to the survivability of the MG42.

If you want more survivability deploy that MG in cover, which can sometimes limit your arc or mobility, but that's the trade off. Otherwise, if you want to risk it being in the open for a better firing arc to hit more units you also risk higher damage, as it should be. Stop trying to use a valuable support weapon as a front line unit.

And grens have always had the rifle grenade and LMG. Both options to really lay in the damage from a distance. Even conscripts have to use Oorah and Petrol Bombs.

The MG42, especially in team games, was a huge problem that was turning games into a railroad of builds. Really looking forward to gameplay across the board.
11 Sep 2013, 13:25 PM
#11
avatar of peruci

Posts: 217

Yeah, good stuff. Molotovs are crazy good against MG42's now, but who really needs them when conscripts can flank :P
11 Sep 2013, 13:33 PM
#12
avatar of Z3r07
Donator 11

Posts: 1006

jump backJump back to quoted post11 Sep 2013, 12:48 PMNullist
Too bad Grens can't do that, since Maxim has better survival, and can pack up quicker, therefore not having to sit on its ass while packing up and soaking incoming fire for longer.


Maxim's arc is half the one of the MG42....

What I'm worried about though, is how MG42s will survive vs. clown car with flamers when trying to retreat but Relic did say that they want this unit to be used behind the lines anyways we will see.
11 Sep 2013, 13:35 PM
#13
avatar of Bob Pontes

Posts: 42

Ok, maybe I understood the patch notes wrong. But here's what I read:
MG42
• Damage from 4.4 to 5
• Far accuracy from 0.1375 to 0.11
• Far cooldown from 0.8 to 0.85
• Suppression from 0.00159 to 0.00085
• Rate of fire near from 1.2 to 1.1
• Rate of fire far from 1.1 to 0.9
• Weapon horizontal traverse speed from 60 to 25
• Suppression modifier applied to suppressed targets from 0.5 to 1

In other words: there wasn't a single change to the MG42's health. Meaning that this replay was not affected at all by the new patch. Those Conscripts should have killed that MG42 on the same time, on the previous patch. Anyone care to explain if I missed something here?
11 Sep 2013, 13:38 PM
#14
avatar of pewpewforyou

Posts: 101

Ok, maybe I understood the patch notes wrong. But here's what I read:
MG42
• Damage from 4.4 to 5
• Far accuracy from 0.1375 to 0.11
• Far cooldown from 0.8 to 0.85
• Suppression from 0.00159 to 0.00085
• Rate of fire near from 1.2 to 1.1
• Rate of fire far from 1.1 to 0.9
• Weapon horizontal traverse speed from 60 to 25
• Suppression modifier applied to suppressed targets from 0.5 to 1

In other words: there wasn't a single change to the MG42's health. Meaning that this replay was not affected at all by the new patch. Those Conscripts should have killed that MG42 on the same time, on the previous patch. Anyone care to explain if I missed something here?


HMG and Mortar Teams
• Now receive 25% more damage
11 Sep 2013, 13:40 PM
#15
avatar of Bob Pontes

Posts: 42



HMG and Mortar Teams
• Now receive 25% more damage


Ahhh.. that's a biggie :)
Good to know it's not only the MG42 then... it'd be easy to "over balance" and just switch the OPness to the other side. German mortars might die a bit too fast now though, but I'll test it out.
11 Sep 2013, 13:49 PM
#16
avatar of ThumbsUp

Posts: 182

It was pretty fun to crush cocky german players used to their stonewall MG's :)
11 Sep 2013, 14:02 PM
#17
avatar of Turtle

Posts: 401

I get the feeling that the infantry health is hard coded to 80hp, or something that effectively makes it hard coded so they can't change the infantry health of a specific unit except through bonus effects like veterancy. So the only way was to have an effect attached to these units only that increased the damage.

Anyway. Time will tell if this is too much, or just right. But, something had to be done to change up the current state of balance. I've said this elsewhere, but the player base and community really could not have survived any longer with this. It was leading to some pretty boring gameplay.
11 Sep 2013, 14:32 PM
#18
avatar of TensaiOni

Posts: 198

jump backJump back to quoted post11 Sep 2013, 14:02 PMTurtle
I get the feeling that the infantry health is hard coded to 80hp, or something that effectively makes it hard coded so they can't change the infantry health of a specific unit except through bonus effects like veterancy. So the only way was to have an effect attached to these units only that increased the damage.

Anyway. Time will tell if this is too much, or just right. But, something had to be done to change up the current state of balance. I've said this elsewhere, but the player base and community really could not have survived any longer with this. It was leading to some pretty boring gameplay.


No, HP is not hardcoded.
But if they only changed the HP of the team weapon crews to 60 (75% of what we have now), after you'd lose the original crew and recrew the weapon, you'd once again have 80 HP crews, so the problem wouldn't be resolved.
That's why (I guess) they went with increased damage for whoever is manning HMGs or mortars.
11 Sep 2013, 15:15 PM
#19
avatar of wuff

Posts: 1534 | Subs: 1

I haven't played in over a month until today. I have enjoyed the games today far more than before.

11 Sep 2013, 15:24 PM
#20
avatar of Z3r07
Donator 11

Posts: 1006

jump backJump back to quoted post11 Sep 2013, 15:15 PMwuff
I haven't played in over a month until today. I have enjoyed the games today far more than before.



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