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NEW COMMANDER PREVIEW - 7.0 version

6 May 2019, 09:38 AM
#61
avatar of Katitof

Posts: 17884 | Subs: 8

jump backJump back to quoted post6 May 2019, 09:15 AMStark
Putting aside Brit faction, what you do guys think about new Dshk? Thanks to new changes (higher arc of fire) it's super effective in certain maps and can deal even with ostheer lights which makes it quite hard to counter. With new conscript changes new Dshk spam may return like in old days.

I personally think the arc of fire could stay but unit itself should have 5 model squad to compasate their performance

Its most expensive HMG in game and doctrinal one on top.
Doctrines its in have no AT and one that does, has that AT neutered.
Also, as long as deathloop exists, don't even dream about making anything to the crews.
Both axis factions have ways to deal with weapon teams, there is no excuse, especially against DSHK which again, is most expensive one and arrives latest of them all.
6 May 2019, 09:48 AM
#62
avatar of ElSlayer

Posts: 1605 | Subs: 1

I think it was wrong to nerf M-42 AT efficiency because of it was abused for its new AI capabilities.
6 May 2019, 09:51 AM
#63
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post6 May 2019, 09:15 AMStark
Putting aside Brit faction, what you do guys think about new Dshk? Thanks to new changes (higher arc of fire) it's super effective in certain maps and can deal even with ostheer lights which makes it quite hard to counter. With new conscript changes new Dshk spam may return like in old days.

I personally think the arc of fire could stay but unit itself should have 5 model squad to compasate their performance

Dshk need to have sprint removed. The ability should not be available to HMGs.

In addition with new penetration values both 0.50 and Dshk can have the AP rounds become a vet 1 ability.

The close DPS at vet 3 needs to go down since its very high.

The real problem thou is that with new commander the Dshk crew can be armed with SVT making the HMG extremely difficult to flank.
6 May 2019, 10:42 AM
#64
avatar of Sander93

Posts: 3166 | Subs: 6

I think it was wrong to nerf M-42 AT efficiency because of it was abused for its new AI capabilities.

None of its AT efficiency is nerfed. Except now it has a slightly higher cost, which tbh is fair enough for its AT performance alone for how well it shuts down light vehicle play and can scale into taking on Panzer IVs/Ostwind/StuG when they are used in pairs.


jump backJump back to quoted post6 May 2019, 09:15 AMStark
Putting aside Brit faction, what you do guys think about new Dshk? Thanks to new changes (higher arc of fire) it's super effective in certain maps and can deal even with ostheer lights which makes it quite hard to counter. With new conscript changes new Dshk spam may return like in old days.

I personally think the arc of fire could stay but unit itself should have 5 model squad to compasate their performance

I personally think with this one it's better to wait and see what happens and fix it on the follow up patch if needed, rather then pre-emptively nerfing it and risking dooming it from the start.
6 May 2019, 10:47 AM
#65
avatar of Katitof

Posts: 17884 | Subs: 8



None of its AT efficiency is nerfed. Except now it has a slightly higher cost.

And canister shot neutered.

I still have no idea why ability was soft-removed by crippling its range into unusable state instead of keeping 50 range and increasing(ex: doubling) reload time for canister shot.

People didn't got M-42 because of its AT support, but because it could do something outside of AT as well and now that's not only not possible due to direct exposure to fire as a weapon team, but also due to cost increase, making it an "Oh shit there is a light in my base and I need to do something about it NOW" panic option instead of early game alternative to ZiS.
7 May 2019, 04:52 AM
#66
avatar of KoRneY

Posts: 682


And canister shot neutered.

I still have no idea why ability was soft-removed by crippling its range into unusable state instead of keeping 50 range and increasing(ex: doubling) reload time for canister shot.

People didn't got M-42 because of its AT support, but because it could do something outside of AT as well and now that's not only not possible due to direct exposure to fire as a weapon team, but also due to cost increase, making it an "Oh shit there is a light in my base and I need to do something about it NOW" panic option instead of early game alternative to ZiS.


So you can't call them in anymore to save you because they cost 40 more mp? That's rough. Maybe a better solution is to increase all german light veh costs by 80mp so you'll have twice as much time to prepare.
7 May 2019, 06:27 AM
#67
avatar of Bananenheld

Posts: 1593 | Subs: 1

jump backJump back to quoted post7 May 2019, 04:52 AMKoRneY


So you can't call them in anymore to save you because they cost 40 more mp? That's rough. Maybe a better solution is to increase all german light veh costs by 80mp so you'll have twice as much time to prepare.


Nah, allies, especially soviets, bleed more than axis factions. Slapping 100mp on the price tag and taking off 20 armor for every vehicle could do the trick. Maybe reducing popcap, so the m-42 is not nerfed into oblivion.

Someone should hire balance experts with alot of actual ingame experience like katitof to make these balance patches more reasonable.
7 May 2019, 17:58 PM
#68
avatar of KoRneY

Posts: 682



Nah, allies, especially soviets, bleed more than axis factions. Slapping 100mp on the price tag and taking off 20 armor for every vehicle could do the trick. Maybe reducing popcap, so the m-42 is not nerfed into oblivion.

Someone should hire balance experts with alot of actual ingame experience like katitof to make these balance patches more reasonable.


10/10 we need panic buttons and katitof is clearly the one to get them through
7 May 2019, 20:14 PM
#69
avatar of Sully

Posts: 390 | Subs: 2

Is it possible to give the Command Tiger shared veterancy while the command aura is active? Would make it worth using at the cost of the Tiger's lethality.
7 May 2019, 20:17 PM
#70
avatar of Sander93

Posts: 3166 | Subs: 6

jump backJump back to quoted post7 May 2019, 20:14 PMSully
Is it possible to give the Command Tiger shared veterancy while the command aura is active? Would make it worth using at the cost of the Tiger's lethality.


Thought about that, but it's impossible to code sadly. Shared veterancy is apparently something that can't be temporarily turned on/off.
7 May 2019, 20:50 PM
#71
avatar of Sully

Posts: 390 | Subs: 2



Thought about that, but it's impossible to code sadly. Shared veterancy is apparently something that can't be temporarily turned on/off.


Bummer :(

Not sure about the veterancy shuffling to be honest, seems like an overall nerf. Combat blitz at vet 4 feels very odd. Is it too much to ask that blitz come stock and make vet 4 something else entirely? Smoke cannisters (like Sherman) maybe?
9 May 2019, 11:36 AM
#72
avatar of Wittmann39

Posts: 57

jump backJump back to quoted post7 May 2019, 20:50 PMSully


Bummer :(

Not sure about the veterancy shuffling to be honest, seems like an overall nerf. Combat blitz at vet 4 feels very odd. Is it too much to ask that blitz come stock and make vet 4 something else entirely? Smoke cannisters (like Sherman) maybe?


It feels very odd to me too. An ability which is unlocked at vet1 for nearly every axis tank would be unlocked at vet4, if it live long to get there. I think it is better bring back this ability to vet1, alongside aura, and change vet4 to a performance boost or defensive smoke, which seems a good option to save a tiger.
9 May 2019, 12:02 PM
#73
avatar of blvckdream

Posts: 2458 | Subs: 1


Brits were the weakest faction couple of months ago.
The ONLY things that changed since are:
-AT nade on sappers
-WEAKER brens

There is a certain logical flaw in that statement of yours.



- Royal Arty buffs
- Crocodile buffs
- Tactical Support regiment rework


9 May 2019, 12:04 PM
#74
avatar of blvckdream

Posts: 2458 | Subs: 1

Just for clarification the M3 passenger accuracy nerf applies to Soviet M3? If yes, why is that needed?
9 May 2019, 12:09 PM
#75
avatar of Lago

Posts: 3260

Just for clarification the M3 passenger accuracy nerf applies to Soviet M3? If yes, why is that needed?


They're listed under USF changes, so it's probably the M3 Halftrack in Mechanized.

Those changes should be universal to open top halftracks though. Either all open top halftracks should have the same accuracy penalty for garrisoned squads while moving, or the WC-51 and M3 need UI indicators to communicate that they're 40% worse than other halftracks.
9 May 2019, 12:19 PM
#76
avatar of Katitof

Posts: 17884 | Subs: 8




- Royal Arty buffs
- Crocodile buffs
- Tactical Support regiment rework



And which one of these directly helps in first 10 mins, where brits were roflstomped pre-AT nade on sappers?
Crocodile being able to fight meds without losing half hp helps, but not to that extend.
9 May 2019, 12:38 PM
#77
avatar of Balanced_Gamer

Posts: 783

SVT cons should be default. Would definitely nice to see.

Even for Grenadiers having G43, would be nice too.
9 May 2019, 12:55 PM
#78
avatar of Crecer13

Posts: 2184 | Subs: 2

SVT cons should be default. Would definitely nice to see.

Even for Grenadiers having G43, would be nice too.


I completely agree. Remove the Penals: they are superfluous as the second main unit at the start as engineers on the steroids and now that simply overlap the conscripts. Conscripts to get SVT-40 and Soviet infantry units will finally have order.
9 May 2019, 14:16 PM
#79
avatar of Maret

Posts: 711



I completely agree. Remove the Penals: they are superfluous as the second main unit at the start as engineers on the steroids and now that simply overlap the conscripts. Conscripts to get SVT-40 and Soviet infantry units will finally have order.


And what we will do with penals? If we removed them, SU lost alternative infantry unit. OST have Pgrens, OKW have obers, USF have officers and UKF have engeeners with options to buy weapon and get upgrade from anvil.
I said it before, that penals must reverted into narrow specialists squad. As example:

1. Tank hunters - 3 PTRS and mosins and ability similar to brit sniper. IMHO i prefer this squad as analogue of light AT gun with cone of fire. It looks more realistic, as ptrs never used to shoot from hands.
2. Breakthrough squad - ppshs and satchels.
9 May 2019, 14:20 PM
#80
avatar of Balanced_Gamer

Posts: 783



I completely agree. Remove the Penals: they are superfluous as the second main unit at the start as engineers on the steroids and now that simply overlap the conscripts. Conscripts to get SVT-40 and Soviet infantry units will finally have order.


I meant which I forgot to somehow state was SVT and G43 as default upgrade options. That would be nice for both factions.

Penals should remain as it is, I do not think removing is a good choice. Just to make Cons more viable is a good step. At least they are going to also get 7 man squad which I would be looking forward to.

Grens would be cool if they a purchase an upgrade and later on after Battle Phase 3 to scale better purchase another weapon upgrade. MG42 or G43 first, later on both after Phase 3.
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