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Feedback for Commander Revamppatch

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28 Aug 2018, 11:06 AM
#41
avatar of Lago

Posts: 2678


Wrong. Deal with it means it doesnt hardcounter by the panther. i bet a 1v1 vs panthers ends in a half-life panther. which is good enough...when you look to the FF friend behind it. ..which take half HP from panthers in luckly 3-5sec


It takes a Firefly 30 seconds to kill a Panther. And that's assuming the Panther goes on Hold Fire and reverses up to the Firefly.

If you're sending a single Panther against a Churchill and a Firefly and expecting it to win I don't know what to say to you.
28 Aug 2018, 11:12 AM
#42
avatar of adamírcz

Posts: 674 | Subs: 1

BTW wouldnt it be good to maybe… give stormtroopers a proper stealth, like commandos and partysans, instead of only in cover. Possibly at least with vet.


28 Aug 2018, 11:15 AM
#43
avatar of Stark

Posts: 559 | Subs: 1




Good job Sturm.

i expected bigger changes, (more fresh, new stuff) and i may have issues with some of the changes but generally looks really good - gj.

Issues (i don't meansion stats becouse it's gonna be changed anyway) :
1. Stormtroopers - they kinda overlap with assault grens currently. I understand that they fit better in that specific commander becouse they can be equipt with a shrek but don't see them as a really short range ambush squad. Prefered old version tbh.

2. DEFENSIVE DOCTRINE - isn't that ostroopen commander 2.0? It's too similar now

Soviet forward HQ - shouldn't it have a higher CP requirement? At 0 cp with it's current price i can lock axis players in first minutes of a game without real serious counterplay. Give time to prepare and build counters. At least 2 CPs sound fair.

3. Removing the mortar HT from MECHANIZED COMPANY isn't the good call. It was one of the main reasons to go that commander.

4. ARMOUR COMPANY - the m10s new ability can be really dangerous with massive spam blob of this units. I see you didn't consider moving it to T0 after reaching T1 and T2. Assault engineers still look pourly early game. Consider extra buff? Elite Vehicle Crews sound strong - maybe consider it as an ammo upgrade for symbolic price?

5. Air Resupply Operation - that's cheap. Too cheap imo opinion.


When can we expect patch to go life? Is there gonna be any possible delays in schedule? And is it gonna be released with map changes?

And lastly Where is my Hetzer?!

28 Aug 2018, 11:17 AM
#44
avatar of Crecer13

Posts: 1472 | Subs: 3

I wrote about this many times, but this error is still in the game. Impossibility to use early detection ability.
28 Aug 2018, 11:22 AM
#45
avatar of ullumulu

Posts: 1807

jump backJump back to quoted post28 Aug 2018, 11:06 AMLago


It takes a Firefly 30 seconds to kill a Panther. And that's assuming the Panther goes on Hold Fire and reverses up to the Firefly.

If you're sending a single Panther against a Churchill and a Firefly and expecting it to win I don't know what to say to you.


u never used tulips, did u?

lol...japdpanzer and panther...and when will i get any AI armor? than the enemy overroll me with inftery LMG spam and AT gun...easy-peasy. because both tanks cant do anything usefull vs them
28 Aug 2018, 11:31 AM
#46
avatar of nigo
Senior Editor Badge

Posts: 2117 | Subs: 16

I expected more changes.

These changes looks like some nerfs for me, not an actual revamp. :(
28 Aug 2018, 11:36 AM
#47
avatar of Lago

Posts: 2678

u never used tulips, did u?


If you assume a munitions-guzzling skillshot always hits then Grenadiers always beat Riflemen with their grenades.
28 Aug 2018, 11:37 AM
#48
avatar of Crecer13

Posts: 1472 | Subs: 3

jump backJump back to quoted post28 Aug 2018, 11:31 AMnigo
I expected more changes.

These changes looks like some nerfs for me, not an actual revamp. :(

I feel the same, I thought that the updated commanders will be unique - but they are not that, it's just a mix.
28 Aug 2018, 11:47 AM
#49
avatar of Smartie

Posts: 536


I feel the same, I thought that the updated commanders will be unique - but they are not that, it's just a mix.




With the exception of the overwatch commander i totally agree. Please be bold in the next versions of the revamp commanders. The game desperately needs some fresh air and the reworked commanders are
the best way to do that!
28 Aug 2018, 11:54 AM
#50
avatar of Crecer13

Posts: 1472 | Subs: 3

jump backJump back to quoted post28 Aug 2018, 11:47 AMSmartie




With the exception of the overwatch commander i totally agree. Please be bold in the next versions of the revamp commanders. The game desperately needs some fresh air and the reworked commanders are
the best way to do that!


You will not see me in discussions about updating commanders - because I do not see the point in this. All these updated commanders are a mix of the old, the new commanders are likely to be the same mix of the old. If there was a possibility of a really new one, I would be in the forefront of the discussion. I have already proposed a new VDV commander, and I have a lot of ideas about other commanders, I think for so many months there was a real opportunity to make new commanders.
28 Aug 2018, 11:56 AM
#51
avatar of Katitof

Posts: 13682 | Subs: 7



You will not see me in discussions about updating commanders - because I do not see the point in this. All these updated commanders are a mix of the old, the new commanders are likely to be the same mix of the old. If there was a possibility of a really new one, I would be in the forefront of the discussion. I have already proposed a new VDV commander, and I have a lot of ideas about other commanders, I think for so many months there was a real opportunity to make new commanders.


You might have not noticed, but that is EXACTLY what was going to happen since day 1 it was announced.

Revamp of some old commanders by changing balance and ability reshuffling and some new commanders made using all existing abilities, including campaign/TOW abilities.

There will not be anything new.
28 Aug 2018, 12:07 PM
#52
avatar of ullumulu

Posts: 1807

jump backJump back to quoted post28 Aug 2018, 11:36 AMLago


If you assume a munitions-guzzling skillshot always hits then Grenadiers always beat Riflemen with their grenades.

hm. did u know that Riflemen can throw their own grenades and wipes much often with them? no? Than read the abilitys
28 Aug 2018, 12:09 PM
#53
avatar of Lago

Posts: 2678


hm. did u know that Riflemen can throw their own grenades and wipes much often with them? no? Than read the abilitys


Which has what to do with the Crocodile, exactly?

The Firefly-Churchill combination on the live build is fine. Firefly-Crocodile is the same but with a flamethrower in the mix, which has no bearing on its AT performance.
28 Aug 2018, 12:15 PM
#54
avatar of aerafield

Posts: 1922



u never used tulips, did u?

lol...japdpanzer and panther...and when will i get any AI armor? than the enemy overroll me with inftery LMG spam and AT gun...easy-peasy. because both tanks cant do anything usefull vs them



hm. did u know that Riflemen can throw their own grenades and wipes much often with them? no? Than read the abilitys


jump backJump back to quoted post28 Aug 2018, 12:09 PMLago


Which has what to do with the Crocodile, exactly?

The Firefly-Churchill combination on the live build is fine. Firefly-Crocodile is the same but with a flamethrower in the mix, which has no bearing on its AT performance.


Could you guys pls continue with PMs? This thread is supposed to be a feedback thread for the new mod, and not Balance BabyRage #275525463
28 Aug 2018, 12:17 PM
#55
avatar of ElSlayer

Posts: 1605 | Subs: 2

Enjoy the mod and play alot of games.
After this pls give feedback here.

5 Man Squad: Commissar Officer armed with a pistol. Commissar escorted by four Guards Riflemen wielding SVTs. This unit has three abilities.
Costs 2 CPs and 260 Manpower
Ability one - Stand Your Ground: Grants a targeted squad -30% received accuracy and -10% received damage. The squad cannot move unless told to retreat during its 20 second duration; shares a cooldown with Fight to the Death. Costs 20 munitions
Ability Two- Fight to the Death: Grants targeted squad +20% weapon accuracy and 0.5 cooldown. Increases incoming weapon accuracy by 20%; shares a cooldown with Stand Your Ground. Costs 20 munitions.
Ability Three - Interrogate: Grants the locations of all enemy forces on the mini-map when a model is interrogated. This ability is free.


Have you tested Fight to the Death with Soviet Sniper? Isn't it too OP?
28 Aug 2018, 12:45 PM
#56
avatar of Lago

Posts: 2678

Could you guys pls continue with PMs? This thread is supposed to be a feedback thread for the new mod, and not Balance BabyRage #275525463


The Crocodile's in the revamped Tac Support, but fair point: this particular exchange doesn't help with the testing mod in any way. I draw a line under Balance BabyRage #275525463 here.
28 Aug 2018, 13:10 PM
#57
avatar of ullumulu

Posts: 1807

my argue was that the croc in this patch is better than KT will be. it killes actually faster infantery than a KT...doesnt cost this much ressources and can even deal with armor enough...have more range and is faster.

KT cry in a corner.
28 Aug 2018, 13:22 PM
#58
avatar of d0ggY
Senior Caster Badge

Posts: 752 | Subs: 3

I'm fine with all changes, except that i think that Artillery Cover and Sector Assault should stay in their Commanders.

1. Those are unique abilities, not easy to use for sure, but effective.

2. If people are upset with the Ammo cost of it, maybe tune it down to 200 Muns, or just make (in arti covers case) them worth the 250 with slight buffs.

3. The Sapper change in the Tac Support is fine, but i'm a bit sceptical about the change of the AT&MG drop, 150 Munis was a fair deal, now it's 100mp75mun. This is like stealing those weapons imo.


Also i don't really like the replacements for it. We got Crocodile 2x in Commanders already, then with the drop of AT&MG, damn you just go cache because you save manpower (260 mp used in total), so you basically get an AT GUN for FREE, so put a cache up and have even more ressource for having an AT gun
28 Aug 2018, 13:25 PM
#59
avatar of Sturmpanther
Lead Strategist Badge

Posts: 4821 | Subs: 14

jump backJump back to quoted post28 Aug 2018, 11:15 AMStark


Soviet forward HQ - shouldn't it have a higher CP requirement? At 0 cp with it's current price i can lock axis players in first minutes of a game without real serious counterplay. Give time to prepare and build counters. At least 2 CPs sound fair.



When can we expect patch to go life? Is there gonna be any possible delays in schedule? And is it gonna be released with map changes?

And lastly Where is my Hetzer?!



You still need fuel to have it and you only can use it in own territurium. Not like in the past, where you can walk near to enemy base.


Plan is in Winter. And the mappatch comes way ealier and seperate.

About the Hetzer: it makes no really sense to have a hetzer, when you have already jp4.


28 Aug 2018, 13:26 PM
#60
avatar of Sturmpanther
Lead Strategist Badge

Posts: 4821 | Subs: 14

jump backJump back to quoted post28 Aug 2018, 11:17 AMCrecer13
I wrote about this many times, but this error is still in the game. Impossibility to use early detection ability.


wasn't this bug only on this map and 1 time?
I thought so.

jump backJump back to quoted post28 Aug 2018, 11:31 AMnigo
I expected more changes.

These changes looks like some nerfs for me, not an actual revamp. :(


Its just the first try. More changes will come. Nothing is fix yet.

And the new commanders comes later. Not right now.


jump backJump back to quoted post28 Aug 2018, 12:17 PMElSlayer

Have you tested Fight to the Death with Soviet Sniper? Isn't it too OP?


Not yet. But you can do it ;)

jump backJump back to quoted post28 Aug 2018, 13:22 PMd0ggY
I'm fine with all changes, except that i think that Artillery Cover and Sector Assault should stay in their Commanders.

1. Those are unique abilities, not easy to use for sure, but effective.

2. If people are upset with the Ammo cost of it, maybe tune it down to 200 Muns, or just make (in arti covers case) them worth the 250 with slight buffs.

3. The Sapper change in the Tac Support is fine, but i'm a bit sceptical about the change of the AT&MG drop, 150 Munis was a fair deal, now it's 100mp75mun. This is like stealing those weapons imo.


Also i don't really like the replacements for it. We got Crocodile 2x in Commanders already, then with the drop of AT&MG, damn you just go cache because you save manpower (260 mp used in total), so you basically get an AT GUN for FREE, so put a cache up and have even more ressource for having an AT gun


Yeah i agree and nothing is fixed yet. So everything can get changed again.
We are at the start of this mod.
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