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September Balance Patch preview [SPBP] - general discussion

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23 Aug 2019, 20:39 PM
#381
avatar of Alphrum

Posts: 808



Would you be happy about it being tied to a tech choice and requiring fuel to unlock? My guess is no

Of course you'd be happy making it a much much better AT gun. You can't when its that cheap and requires nothing to build


your assumption (as usual) is wrong, Yes in fact i am happy if its behind tech and has same stats as the USF at gun.
23 Aug 2019, 20:40 PM
#382
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

jump backJump back to quoted post23 Aug 2019, 20:39 PMAlphrum


your assumption (as usual) is wrong, Yes in fact i am happy if its behind tech and has same stats as the USF at gun.


As usual? What's your problem?

So you want OKW to get owned even harder by scout car+flamer then?
23 Aug 2019, 20:40 PM
#383
avatar of Stug life

Posts: 4474



I proposed just giving them the pak40 years ago. I got shouted down for wanting the game to be age of empires
well, then let's make it a little unique:

clone the usf at gun

make it come after first truck call in

remove the pen round ability

add current preview cloack and first strike bonus to give it 50% more accuracy and pen for the first shoot

tada it's unique now and perfect counter to early LV and LT thanks to bonus accuracy for the first shoot

adjust the vet now with some pen buff here and there
23 Aug 2019, 20:40 PM
#384
avatar of Hannibal
Senior Moderator Badge

Posts: 3106 | Subs: 2


then what about a clone of the zis ? make it come after first truck call in so it's even more expensive than zis tech (25 fuel vs 10)

or a clone of the usf after tier truck call in ? (always 25 fuel, a bit cheaper than usf but no free officer)

or a clone of the ukf one always after first truck call in ?


Trucks cost 15 fuel.
But apart from that, it doesn't make a big difference at that point. But why not tie it to the Kampfgruppen HQ? USF stats, Kampfgruppen HQ. So OKW has an AT option in both T1 and T2, would also buff the med base.
23 Aug 2019, 20:41 PM
#385
avatar of Stug life

Posts: 4474



Trucks cost 15 fuel.

But apart from that, it doesn't make a big difference at that point. But why not tie it to the Kampfgruppen HQ? USF stats, Kampfgruppen HQ. So OKW has an AT option in both T1 and T2, would also buff the med base.
people always forget that OKW starts with -15 fuel (soon to be -10)
23 Aug 2019, 20:44 PM
#386
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

people alwyas forget that OKW starts with -15 fuel (soon to be -10)


It still costs 15 fuel. You'll start with 10 after patch, so you need 5 more, not 15 more. It doesn't cost 25
23 Aug 2019, 20:45 PM
#387
avatar of Hannibal
Senior Moderator Badge

Posts: 3106 | Subs: 2

people always forget that OKW starts with -15 fuel (soon to be -10)

Yes, but they usually also had a stronger opening which basically negated this disadvantage as they are usually able to hold more territory points in the first 5 min than their opponent.
We still could buff med base by giving it the AT gun.

EDIT: And what sky said. OKW can tech up at a very similar timing as USF
23 Aug 2019, 20:46 PM
#388
avatar of Stug life

Posts: 4474



It still costs 15 fuel. You'll start with 10 after patch, so you need 5 more, not 15 more. It doesn't cost 25
here some math, okw start with - 10 fuel in the preview patch instead of -15, trucks still cost 15 fuel

how much is 15+10 ?
23 Aug 2019, 20:47 PM
#389
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

Keep it on the patch notes instead of math lessons. Alternativly, make mods job more difficult by putting math lessions in the same post as relevent things to the thread to make us debate whether or not to invis it ;)
23 Aug 2019, 20:47 PM
#390
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

here some math, okw start with - 10 fuel in the preview patch instead of -15, trucks still cost 15 fuel

how much is 15+10 ?


They start with 10 fuel. Trucks cost 15. All you need is 5 more
23 Aug 2019, 20:48 PM
#391
avatar of Stug life

Posts: 4474

Keep it on the patch notes instead of math lessons.
we are talking about patch notes, peopel are complaning okw at gun is still to cheesy and strong, make it a clone of the other after all it will come at the same time
23 Aug 2019, 20:51 PM
#392
avatar of Stug life

Posts: 4474



They start with 10 fuel. Trucks cost 15. All you need is 5 more
ukf needs 10 more Soviet needs 10 less usf needs 15 more

ur point ? okw will still strat with -10 fuel and will still need to pay 15 fuel for the first truck so the first truck cost 25 fuel
23 Aug 2019, 20:53 PM
#393
avatar of SkysTheLimit

Posts: 3423 | Subs: 1


ur point ? okw will still strat with -10 fuel and will still need to pay 15 fuel for the first truck so the first truck cost 25 fuel


No it won't. There's no reason for you to add 10+15

You are the one who started talking about this, but God knows why
23 Aug 2019, 20:53 PM
#394
avatar of Stug life

Posts: 4474



No it won't. There's no reason for you to add 10+15

then make their starting fuel 20 ?
23 Aug 2019, 20:54 PM
#395
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

then make their starting fuel 20 ?


Why?
23 Aug 2019, 20:55 PM
#396
avatar of Stug life

Posts: 4474



Why?
as u said there is no need to add or remove fuel cost form the start by ur logic bringing it in line with other faction would not matter right ?

or is it a one way thing only for certain faction u don't like ?
23 Aug 2019, 20:57 PM
#397
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

as u said there is no need to add or remove fuel cost form the start by ur logic bringing it in line with other faction would not matter right ?


This makes no sense i have no clue what you're trying to say

You're simply incorrect for adding 10 fuel to the cost. There's no reason to do that
23 Aug 2019, 21:02 PM
#398
avatar of Stug life

Posts: 4474

ur logic is the minus starting fuel is not changing the cost of fuel of the tech right ? then bringing it up to other faction lvl should do nothing by ur logic right ?

if the minus 10 fuel is irrelevant why have it ?
23 Aug 2019, 21:12 PM
#399
avatar of Hannibal
Senior Moderator Badge

Posts: 3106 | Subs: 2

ur logic is the minus starting fuel is not changing the cost of fuel of the tech right ? then bringing it up to other faction lvl should do nothing by ur logic right ?

if the minus 10 fuel is irrelevant why have it ?

You're absolutely misinterpreting what he says.
There is not much reason to add truck cost and the less starting fuel.
What counts is the fuel you need to gain until you can tech up to a certain unit, in our case an AT gun.
Now, what's the difference there between the factions?
23 Aug 2019, 21:12 PM
#400
avatar of SkysTheLimit

Posts: 3423 | Subs: 1


if the minus 10 fuel is irrelevant why have it ?


No one said it's irrelevant. I just said you can't add it to the cost directly like that

Asymmetry comes in too many forms for you to just choose to account for this one mathematically

What about the free flak hq? What about free officers? What about no caches for okw? What about ost and sovs needing the time to physically build buildings? They lose fuel to US, okw, and brits who can start capping territory faster

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