So, my teammate, in a futile effort to prove that American healthcare is awesome, generously parked his ambulance right next to my base, touching my T3 structure.
Later on, I wanted to tech up, so I press the button and... resources were consumed but no tech went on. Instead, my tech button was greyed out with a "no further improvement available" And so I´ve spent the followin half an hour gettin blasted on all sides. Teammate moved his ambo away to make space, but too late.
Maybe if I had access to Firefly, I might have blasted those heavy tanks spammers back to stone age and the game would have went on differently |
It seems like either Relic or the balance team scrambled up a little more strenght and made a few last minute changes to the upcomin balance patch
These are mostly focused on maps and across the board designs rather than faction balancing
Detailed notes are on the official forum, as well as on Steam, my link postin is now broken, but Ill add it later, here is a bit that I copy pasted from there:
Maps removed from 2vs2 poll: Elst Outskirts, Eindhoven country
Replacements are yet to be announced
Map changes and redesigns:
Stadschutt- cut offs are now changed to cut off the fuel points on opposite sides of the map, in order to reward players for contesting opponents fuel
Crossroads- Stone buildings with a blindspot on 2 sides added near the fuel points to provide more power positions and defenses for overlooking the points
Poltawa- Added more red cover along base exits as well as green cover sandbags that start wired off from the HQ owner's side, to ensure higher skill demands for pushing back on the field and properly punish mapcontrol loses
Road to Kharkov- Northern cutoff moved more towards the center and further away from a nearby wooden house to improve general flow and make the map feel more natural. Additionaly, northern HQ is being moved slighty closer towards the northern map edges to prevent players from reaching the central frontlines too quickly
AI- upon further observation, it seems obvious that AI controlled armies rely on very stereotipical build orders. All AI are now set to inveat resources into at least two clowncars across all stages of the game to improve unit variety
HQ sectors- Added RA and recieved damage penalties to units in friendly HQ sectors to rewards risky base raids
|
Wait what?
I though this is intentional, since they are visible across half the map without sweepers anyway
Well, thx for info  |
Yeah
Any sort of speed/survival-ability debuffs bein applied on retreat is just plain stupid and should be removed |
well, thats quite a good catch
|
Handbrake for infantry
Remove bodyblocking |
Yep, thats a pretty good idea
Cant think of anything better |
Too keep some fucking assymetry in the game
Its not like its unfair or causes imbalance
#saynotofurthermirroring |
Handbrake for infantry, please
Movement system fix- Ive already made a topic on this, units dont leave their spot fast enough. When issued move order they spent a precious sec or two derping around each other on the spot instead of GTFOing asap. This is to set up a proper formation. It should be delayed until the unit has moved a meter or two
Recovery from suppression: As you sure know, even when the original source of suppression goes away, recieving any sort of fire can still slow the recovery down
1) This is already a questionable mechanic in itself but ok
2) It is taken to extreme levels and should be reduced drastically
3) Even if there is no other fire incoming, the recovery takes a bit too long
USF crews have weird behaviour and often run away to repair other stuff than their own vehicles
Prioritize vehicle for handheld AT, please
|
Also USF vehicle crews have a retarded behaviour
Theyll often automatically run to repair other vhicles instead of their own wihout bein ordered to do so |