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New Commander patchnotes discussion thread

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30 Mar 2019, 07:29 AM
#241
avatar of Vipper

Posts: 13476 | Subs: 1


Their 100% efficiency is just meh... For the same price (280MP+90MU), Allies have Rifleman with one M1919, Infantry Section with two Brens and Assault Engineers with Flamethrower. Do you think PF stand a chance against any of them?

You are forgetting to add the cost of the extra entity to 6 men PF with G43, they are simply UP for cost the same way 6 men As.Grenadier. The price for both units is simply too high.
30 Mar 2019, 07:31 AM
#242
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post30 Mar 2019, 06:19 AMSmartie


About the PZIV:


Simpler solution being built from base HQ and not from T3 or T4.
30 Mar 2019, 07:40 AM
#243
avatar of Smartie

Posts: 856 | Subs: 2

jump backJump back to quoted post30 Mar 2019, 07:31 AMVipper

Simpler solution being built from base HQ and not from T3 or T4.


+1
30 Mar 2019, 08:26 AM
#244
avatar of Katitof

Posts: 17883 | Subs: 8


...because a mainline replacement unit doesn't work for OKW if it comes after 0 cp? The answer is literally as simple as that.

I'm well aware of that and you should be well aware that units put at 0CP can't really excel at whatever they are supposed to do from get go, unless they are just a support troop(pathfinders) and if they do, they quickly get nerf.

Some examples:
OSTTRUPPEN
AGs
221
Assault engies
Have I forgot something?
30 Mar 2019, 08:53 AM
#245
avatar of Vipper

Posts: 13476 | Subs: 1

Imo all units available before minute 1 should not excel at whatever and that includes Penal troops.
30 Mar 2019, 12:23 PM
#247
avatar of jagd wölfe

Posts: 1660

jump backJump back to quoted post30 Mar 2019, 08:53 AMVipper
Imo all units available before minute 1 should not excel at whatever and that includes Penal troops.


IS, Riflemen and Grens with G43 upgrade: Allow us to introduce ourselves
30 Mar 2019, 12:30 PM
#248
avatar of jagd wölfe

Posts: 1660

2.0, post testing feedback.
Proposed Changes for Urban Assault

WP shell MAY BE thematically fitting, but in a faction that has WP barrages with arty units and Sherman with HE shells, it feels redundant. Reconsider giving the doctrine an area denial WP large barrage, make From Cover to Cover an ability for an OFFICER upgraded squad. The officer can call the smoke shell and has an aurea that make everyone inside sprint for 20 seconds after. Bundle the upgrade in "Assault Kit" with Incendiary grenade, remove vehicle upgrades and call it "Assault Infantry kits". Dozer blades and other tanks upgrades are totally out of place and should belong to Heavy Cavalry, Mechanized and other vehicle focused doctrines.
30 Mar 2019, 13:54 PM
#249
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post30 Mar 2019, 08:26 AMKatitof

I'm well aware of that and you should be well aware that units put at 0CP can't really excel at whatever they are supposed to do from get go, unless they are just a support troop(pathfinders) and if they do, they quickly get nerf.

Some examples:
OSTTRUPPEN
AGs
221
Assault engies
Have I forgot something?


Yes conscripts :foreveralone:
30 Mar 2019, 13:56 PM
#250
avatar of Farlon

Posts: 184



IS, Riflemen and Grens with G43 upgrade: Allow us to introduce ourselves

Grens with G43's aren't exactly available at minute 1.
30 Mar 2019, 15:32 PM
#251
avatar of Katitof

Posts: 17883 | Subs: 8



Yes conscripts :foreveralone:

I meant doctrinal, after all, volks and HMG42 exist :foreveralone:
30 Mar 2019, 16:04 PM
#252
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post30 Mar 2019, 15:32 PMKatitof

I meant doctrinal, after all, volks and HMG42 exist :foreveralone:


I know. Cons are just non doc and suck too.
30 Mar 2019, 22:28 PM
#253
avatar of LoopDloop

Posts: 3053

USF commander actually looks interesting now, provided that calliopes aren’t trash anymore (haven’t had time to test it or anything).

Has the new Brit commander had that bug with the Thompsons just not appearing fixed yet? Really weird and annoying bug from the one game. I was able to play with it a while back. Really couldn’t tell if they were working or not lol.

Also, in the previous version of the mod, the WP grenade that assault sections get access to wouldn’t get its range reduced by being suppressed (probably a bug) and the squad also wouldn’t vet from inflicting damage with it. Both things that would be nice to see fixed.
31 Mar 2019, 12:33 PM
#254
avatar of aerafield

Posts: 2980 | Subs: 3

The new USF incendiary grenade definitely should have a timer, same like the Volks Incendiary nade
31 Mar 2019, 12:35 PM
#255
avatar of Katitof

Posts: 17883 | Subs: 8

The new USF incendiary grenade definitely should have a timer, same like the Volks Incendiary nade

It was described as similar to molos, not volks lava nade, while I have not checked USF post patch, it does sound like 5 mins before they throw it instead of ultra fast throw volks have.

So which one is it for USF?
31 Mar 2019, 12:40 PM
#256
avatar of aerafield

Posts: 2980 | Subs: 3

jump backJump back to quoted post31 Mar 2019, 12:35 PMKatitof

It was described as similar to molos, not volks lava nade, while I have not checked USF post patch, it does sound like 5 mins before they throw it instead of ultra fast throw volks have.

So which one is it for USF?


It has exact same throw - animation and -speed like the frag grenade, which is close to volks throw speed
31 Mar 2019, 12:49 PM
#257
avatar of Katitof

Posts: 17883 | Subs: 8

Doesn't seem to be much of a difference between the two stat wise other then throw range and throw speed, so yeah, probably a short fuse could be in order.

Did stormtroopers flame nade got that delay as well? There used to be a hot debate about that in the past as well.
31 Mar 2019, 12:53 PM
#258
avatar of aerafield

Posts: 2980 | Subs: 3

Oh and Airbourne Guards PPsh package should probably remove Ohraa
31 Mar 2019, 13:04 PM
#259
avatar of jagd wölfe

Posts: 1660

jump backJump back to quoted post20 Mar 2019, 19:28 PMnigo
More Rangers ? :D Time to suggest this:


The balance/ mod team can take a look at the Ranger skin?

Relic placed a Ranger skin almost identical to the Riflemans (light brown skins), but theres a proper Ranger skin in game files with dark green pants and a cool backpack (they appear in SP campaign). Its a more distinguish skin and deserve to appear in the MP.


Let's not forget this. Pls guys
31 Mar 2019, 13:07 PM
#260
avatar of Katitof

Posts: 17883 | Subs: 8

Oh and Airbourne Guards PPsh package should probably remove Ohraa

Not sure about that, shocks have durability to close in, so do cons, AB guards, not so much.
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