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New Commander patchnotes discussion thread

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21 Mar 2019, 15:04 PM
#121
avatar of blancat

Posts: 810

IF double schreck on one doc squad op (while all other faction get them without docs..and yes piats are stronger) than give them AT rifles...the same like guards have. so they dont lack AI too much...dont lack misses all the time and can fight armor at far range effectivly



if they have AT rifle, there is no reason to use them

dont lack AI too much? fusils Kar 98 dmg is just 10

2 shrek is just fine


21 Mar 2019, 15:08 PM
#122
avatar of Grim

Posts: 1093

IF double schreck on one doc squad op (while all other faction get them without docs..and yes piats are stronger) than give them AT rifles...the same like guards have. so they dont lack AI too much...dont lack misses all the time and can fight armor at far range effectivly


Piats are stronger than Pzshreks?

21 Mar 2019, 15:11 PM
#123
avatar of ullumulu

Posts: 2243

jump backJump back to quoted post21 Mar 2019, 15:01 PMKatitof

I wouldn't mind that at all.

Maybe then, if you actually had PTRS on axis unit you would actually used it and realize how "op" it really is.


I know exactly how good PTRS are...because i kill mostly easily axis light and medium units with it with no probvlem...behind heavy cover and on far range...never misses...everytime penetrating (deflection-dmg) and even ok dmg vs infantery with this PTRS...its great.
21 Mar 2019, 15:13 PM
#124
avatar of ullumulu

Posts: 2243

jump backJump back to quoted post21 Mar 2019, 15:08 PMGrim


Piats are stronger than Pzshreks?



in most situation: yes! because they even make dmg when bounce...hit mostly everytime (homing) and even hit often the rear-armor from tanks....very great this thing
21 Mar 2019, 16:06 PM
#125
avatar of aerafield

Posts: 2977 | Subs: 3

My personal adjustment ideas so far are:

- replace vet 5 sprint from fusiliers with +7 sight range
- change vet 2 accuracy modifier on fusiliers from 1.4 to 1.3 or 1.25


- remove the 2 reload cycles during the Calliope barrage (so it becomes a continuous barrage like Land Matress)

- add a satchel charge to airborne guards


I have heard a lot ideas about the USF commander, mostly that the Dozer Blade should be replaced by E8 sherman and that the smoke barrage should be replaced with Fire Up. I see nothing wrong with giving it a go

With both abilites and the RE package it would have way too much overlap with rifle company however
21 Mar 2019, 16:26 PM
#126
avatar of Farlon

Posts: 184

So, we all are scared of 5 man 2 shreck blobs so here's my idea:
Panzerfusiliers start out as a 4 man squad(sounds easier to do than removing 1 model after upgrade), shreck upgrade locks out vet 5 sprint and removes their snare. G43 package still gets them to a 6 man squad.
21 Mar 2019, 16:53 PM
#127
avatar of Retief

Posts: 28



in most situation: yes! because they even make dmg when bounce...hit mostly everytime (homing) and even hit often the rear-armor from tanks....very great this thing


As I said, if you want axis to use zooks/piats/ptrs instead of shreks (and maybe give those shreks to the allied factions), every single allied player will take you up on that offer. Shreks themselves are the single best handheld at weapon in the game by a significant margin (no, -18% accuracy at max range does not make up for +50% damage and +50% penetration). Sure, allies have more efficient handheld at carriers (usf/ukf res can both get 5 man squads and they are cheaper to reinforce), but that's the only thing keeping shreks in check. I won't say that double shrek fusis are necessarily op, but there is definitely some potential for op-ness there.

For another fun fact, if you want to kill a sherman at max range, you need 8 zook penetrations. You only penetrate 70% of the time, so you probably want around 12 zook hits. You hit about 78% of the time, so that's about 15 zook shots.

Now, look at how many shreks you need. Shreks deal more damage, so you only 6 shrek penetrations. Even better, every hit penetrates, so you only need 6 shrek hits. At max range, you have about 64% accuracy, so you need around 10 shrek shots. So essentially, if you are fighting a sherman, 2 shreks are worth 3 zooks, even after you take their worse accuracy into account.
21 Mar 2019, 16:57 PM
#128
avatar of Tiger Baron

Posts: 3138 | Subs: 2

My 2 cents after a recent playthrough with the Brits (of course) -

Assault Sections are just kickass and exactly what the Brits need in the early game for their infantry sections. As others have noted their weapons are not showing up but other than that they seem solid. Not having a medkit on them is a big drawback however.

Mortars did their job and plugged the gap in the British roaster of mobile indirect fire and smoke provider pretty well altho the AS have their own phosphorus grenades it's still nice to have them around and not relying on the mortar pit, base 25 pounders or land mattress only.

HT I saw little use of but it was a nice mobile reinforcement point to keep up the assault. With that said however without the medkit upgrade for the AS I think that there is a good spot for a med kit drop similar to the USF M3 here as well. Other than that another idea of "Light Lend-Lease vehicle" bundle of the M3 and M5 Stuart came to mind, similar to the USF Mechanized Company. The M5 is also a nice alternative. All in all a medkit in whatever halftrack would be nice tho if it doesn't drop weapons.

M10 I had no issues with and it felt at home apart from the USF crew lol.

Raid Operation I didn't use once and I think is best replaced by Crew repairs since it would really go well with the M10.

I also had an idea of making the AS package as a versatile ability that is tied to Anvil and Hammer. Hammer giving the Assault Package and Anvil giving the Recon package (crawl, Scoped Lee-Enfield and so on) but that comes too late sadly and is out of the question.

All in all a pretty solid commander. I will again mention the M1 81mm mortar being dropped by a/the weapons halftrack and a 4.2 inch being added but even if not it's still a really solid pick.
A_E
21 Mar 2019, 17:42 PM
#129
avatar of A_E
Lead Caster Badge
Donator 11

Posts: 2436 | Subs: 6



It's mostly positive feedback. Except for the USF commander which is majorly underhelming.

My main idea is to can the SVT weaopon drop and instead have random weapon drops with chances for :

  • 30% SVT
  • 20% DP
  • 20% PTRS
  • 10% Flamethrower.


Would be way more interesting!
21 Mar 2019, 18:10 PM
#130
avatar of aerafield

Posts: 2977 | Subs: 3

jump backJump back to quoted post21 Mar 2019, 17:42 PMA_E


It's mostly positive feedback. Except for the USF commander which is majorly underhelming.

My main idea is to can the SVT weaopon drop and instead have random weapon drops with chances for :

  • 30% SVT
  • 20% DP
  • 20% PTRS
  • 10% Flamethrower.


Would be way more interesting!


Really not a fan of random weapons. It's pretty frustrating when you desperately want an lmg now and then you get a PTRS or flamer instead which is completely useless for the situation you are in atm... for instance.

It was the biggest issue with the old Partisans and especially the old combat drop from USF recon support company.
21 Mar 2019, 19:29 PM
#131
avatar of Tiger Baron

Posts: 3138 | Subs: 2

Alright so this is what I gather with some fresh experience on my part:

For USF Dozer Blades could be bundled up with the E8 so that the tank can possibly be reworked and given another home rather than being exclusive to the Rifle Company. A problem of having it along with the Rangers and Calliope might come up tho but seeing as the commander doesn't have any offensive abilities such as arty barrages, loiters and so on I think it might be balance-able because right now it's rather lackluster and the USF needs more tanks as I and as far as I can see many other people would like.

For UKF give the M3 either American Weapons or a medkit, similar to the USF Mech Company HT because of the IS not being able to be upgraded with such if they are assault packaged. Alternatively replacing it with the M5 HT or bundling it up with the M5 Stuart might also be a good solution.

Smoke Raid Operations are under-used and would be better off just replaced with Vehicle Crew Repairs.

For OST my opinion is that Radio Intercept if needed to be replaced can be also incorporated into the Forward Supply Station which would then serve as a sort of field HQ of sorts, providing the OST with both more advanced repair capabilities and a retreat point similar to what the Soviets get with their new Airborne commander.

As far as breakthrough equipment goes I suggest instead of giving satchels to the Panzergrenadiers an Urban Assault package replaces it instead, giving them perhaps a 5th squad member and maybe increased survivability so you're able to specialize them further into a mid-late game AI role which would open up the option of going with them instead of the Ass Grens earlier in the game, presenting the same situation as the OKW volks upgrade and Panzerfusiliers.

Also replacing the Tiger Ace with the King Tiger instead again as mentioned before might be more beneficial since it's a more expensive and better Tiger right now which doesn't make sense, with it's added improvements and abilities you're better off just going with the KT instead anyhow in my opinion.

For the OKW I will again mention my idea of a more mechanized route for the commander in that the Panzerfusiliers come in a 250 HT as a mechanized battlegroup of sorts which would make them cost fuel and come out earlier, arguably easier to balance and the replacing of the Tactical Movement or Stuka Smoke with the StuG III since there are also voice lines for it similar to the Tiger for the OKW and again like the Tiger gives the OKW player an option and cheaper non-doc alternative to the Jagdpanzer IV.
21 Mar 2019, 20:00 PM
#132
avatar of Flyingsmonster

Posts: 155

Honestly, I just have a feeling these news commanders are going to make balance pretty painful for a few weeks / months after they're released. I hope that we don't see a repeat of the situation with JLI earlier this year with the changes to MP40s / Fusiliers / the soviet airborne doc.

USF commander is the weakest of the bunch, but it has good qualities. That said all of these commanders are very solid and will likely immediately become the new meta for most players.
21 Mar 2019, 21:26 PM
#133
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1388 | Subs: 1

i hope it just something about placeholders, but soviet airborne using all textstrings from assault guards. And their DP upgrade using strings from regular guards.
I am saying it, because iirc 2018 commanders revamp had most of strings since day one and don't want balance team forget about it. :)
21 Mar 2019, 22:46 PM
#134
avatar of nigo
Senior Editor Badge

Posts: 2236 | Subs: 15

jump backJump back to quoted post21 Mar 2019, 02:04 AMAndy_RE
Thanks for all the feedback so far guys.

The stream chat and comments here have been helpful, and we've got some good changes on our list as a result. Stay tuned!

I liked the m5 suggestion too and we'll give it a go!

Your other two points make sense to me as well, we'll chat about them.



Halftrack suggestion for Brits from USF Ardennes Assault:


21 Mar 2019, 23:03 PM
#135
avatar of Farlion

Posts: 379 | Subs: 1



Not sure how to feel about the Tiger Ace. As it stands, it doesn't seem all that different from a regular Wehrmacht Tiger I.

I mean if the team is hell-bound on changing the Tiger Ace, perhaps move the Tiger Ace to the OKW Commander (so they wouldn't just have a Stock Tiger I) and give the Wehrmacht a King Tiger?

This way both factions would get something fairly unique and new that fit with both doctrines.
21 Mar 2019, 23:05 PM
#136
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

jump backJump back to quoted post21 Mar 2019, 22:46 PMnigo



Halftrack suggestion for Brits from USF Ardennes Assault:




This is a great idea! +1
21 Mar 2019, 23:30 PM
#137
avatar of nigo
Senior Editor Badge

Posts: 2236 | Subs: 15



This is a great idea! +1



With that ability we can save one slot for the Lend Lease Commander. :)
22 Mar 2019, 01:41 AM
#138
avatar of Jackiebrown

Posts: 657

A fix for the medics has been prepared. It just needs to be deployed. SVTs will also be fixed.

This is the issue with the SCAR for letting us have the shiny menus. Lots of things require manual overrides unlike standard attribute packs that update and override cloned files automatically.


Awesome good to hear!

A little off topic: I'm assuming the smoke drop for Soviet Airborne is due to lack of parachute animations for the Soviets?

Other than that like some others have suggested, have you considered giving the Soviet Airborne a CQC upgrade for PPSHs? Also I think they will probably need some sort of satchel ability.
22 Mar 2019, 07:23 AM
#139
avatar of Stark

Posts: 626 | Subs: 1


OKW - Grand Offensive
As mentioned by others, I think the shrek upgrade for panzerfusilliers should be limited to one shrek.
Especially as the commander also has tactical movement. Which when used with MP40 and shrek blobs could turn the commander into a blob specialist.

I'm sure they'll still be blobbed in team games, but at least it will limit that in 1v1 & 2v2.
Other than that the changes to them are great and makes them much more useful and interesting.


I think 1 shrek is worse variant of this AT upgrade. It's 1. cheaper so more accessible, 2. you will have still 4 models with rifle so unit will be decent vs tanks and infantry in same time. Giving them 1 shrek would be a return of old volks blob with shreks. 2x shreks increases the price (therefore are less accessible) and squad is way weaker against infantry.

Blob of 2 squads AT fuzziliers and 2 g43s fuzziliers will be the issue mostly in teamgames, especially 4v4 where the ammo income is really high. It's unlikely it will have anyinpact on 1v1 gamemode. Let's notice that the general cost of upgrading those 4 fuzzliers is equal 420 ammo.

jump backJump back to quoted post21 Mar 2019, 16:26 PMFarlon
So, we all are scared of 5 man 2 shreck blobs so here's my idea:
Panzerfusiliers start out as a 4 man squad(sounds easier to do than removing 1 model after upgrade), shreck upgrade locks out vet 5 sprint and removes their snare. G43 package still gets them to a 6 man squad.


That would make them useless without upgrade.



Raid Operation I didn't use once and I think is best replaced by Crew repairs since it would really go well with the M10.


Brits doesn't have solid recon options (not directly anyway, first you have to call command vehicule or have vet1 airlanding officer). Crew Repairs are alraedy in few commanders. So plane loiter would be a good call.
22 Mar 2019, 07:23 AM
#140
avatar of Musti

Posts: 203

I'll throw in a few ideas in regards to Airbone
If its possible (I don't know if we have the animations for that), maybe we could allow AG to fire the DP28s on the move (consistent with US paratroopers) It would make them stand out more from regular Guards.

Other than that like some others have suggested, have you considered giving the Soviet Airborne a CQC upgrade for PPSHs?.

How about an AVT40? It looks like an SVT, sounds like an SVT, smells like an SVT but it's a fully automatic rifle! Should be pretty easy to code them (Don't know how they would sound/look though) and it would be another unique aspect to Airborne Guards.
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