Incredible work. I really enjoyed reading over this. Thank you for the time and effort.
Maybe I should broaden my map bans just to get some faster games. I tend to ban some of the most popular maps.
Profile of Corp.Shephard
Residence: United States
Nationality: United States
Residence: United States
Nationality: United States
Post History of Corp.Shephard
Thread: Automatch Stats - Factions, Teams and Maps10 Jul 2019, 16:19 PM
Thread: Luftwaffe Lockdown: A Guide to 1v1 OKW25 Apr 2016, 22:06 PM
10 Feb 2016, 07:08 AMWhat Doth Life?!
I find it bizarre that you used pictures of Ostheer units to demonstrate truck placements on certain maps when you could have played as OKW and shown the actual units. Why are you using a bunker to represent a Battlegroup HQ?
This guide is years old and it was written before OKW actually came out. It references their old income penalty: back when they got 33% fuel and 66% munitions.
I should have made an update after the expansion came out though. So I can't really disagree.
13 Feb 2016, 18:49 PMFurknn1
Its works good on 2v2 thanks
Heh, well that is a bit of a surprise for the aforementioned reason. I suppose the general unit synergies still work out at least.
Thread: FEBRUARY 25TH UPDATE - RELEASE NOTES19 Feb 2016, 02:36 AM
The patch notes have been ninja edited by Relic!
Use Ctrl+F5 to reset the page cache.
Big new change:
It looks like the AEC got even more expensive as well...
edit: Oh, heh, that's what Cuddle was talking about. Well.
Thread: Tank destroyers - Shoot on infantry or not?15 Dec 2015, 19:52 PM
The StuG is the only tank destroyer with an HMG mounted on the top. It has only recently become a tank destroyer though. The HMG is clearly a holdover from the old "Assault Gun" days before relic basically abolished the existence of such vehicles.
I often skip the HMG on the StuG. It is rarely worth it. It makes such a small difference against infantry which it should never be close to anyways as the low health of the StuG makes it very vulnerable to AT grenades.
I would probably skip it on other fixed gun tank destroyers such as the SU-85. I don't think TDs really need the MGs. I might pick it up with a Jackson, Firefly or M10. These tanks have enough mobility to crush infantry in a tight situation.
For the most part it is simply a balance issue. A tank destroyer should be scared of infantry. It refines its role as a specialist. Even if the infantry, such as an engineer squad, cannot hurt the tank destroyer then it should be scared of being spotted. A good MG on most tank destroyers would dilute this role. Invulnerability to small arms fire is no small deal.
Thread: Ask the Strategist!15 Dec 2015, 15:38 PM
10 Dec 2015, 21:00 PMaaa
is it true that more popcap you have less becomes MP income? If so by how much?
The rule of thumb is you lose 1.5 manpower per minute for each pop-cap in use.
A 10 popcap unit costs 15 manpower each minute. A 100/100 army costs 150 manpower per minute to upkeep.
The amount is small but adds up quickly.
In: Strategy Desk
Thread: December 10Th Hotfix10 Dec 2015, 23:11 PM
Some of these tanks deserved a fuel cost increase. The Jagdtiger is almost certainly a better Elefant but it cost exactly the same. They made that cost-reduction change a couple of patches ago in light of the 66% income. Adjustment was needed.
I think King Tiger was a problem too. 30 fuel was not a big enough of a cost difference for how much stronger it was than most other heavy tanks. Particularly with no CP attachment.
I agree that tech changes are superior to jacking up the price of ALL of the tanks though. Creating new tech abilities on the trucks and properly linking them into OKW's tech tree is not the place of a one-week later hotfix. Something quick and relatively hamfisted like this was always going to come.
The bigger question is if Relic is satisfied with this sort of change. Will they be willing to revert these fuel cost increases once build-able tech is added for grenades, medics, engineers and other aspects of OKW truck? I wonder. The ideal solution for them is something quick that does the job and lets them get on to making new content.
Thread: December 10Th Hotfix10 Dec 2015, 22:05 PM
Command Panther is being severely underestimated in this thread. Thing is just as good as a Perishing. That mark target power is insanely strong.
Patch is definitely a step in the right direction. We can put this pop-cap madness behind us.
Thread: OKW + USF new air offmap overpriced10 Dec 2015, 21:55 PM
10 Dec 2015, 07:38 AMLemonJuice
the USF strafe pins AND does damage to squads caught in the line of fire. the ostheer strafe only pins and deals NO damage. the damage is actually really significant and can easily wipe low health squads in the line of fire. if you increase the damage too much, you run the risk of wiping squads that are at 75% of hp, and if the damage is too high, you can wipe full health squads. do you really want that? do you really want for a strafe to wipe a full health squad?
Yeah, the ability does a deceptive amount of damage. The real problem is that the area it targets is not very accurately displayed by the targeting marker. It only really does the damage around the "end" and the "middle" of the strafe line...? I don't even have a great feel for it yet.
The ability feels bad because it is extremely inconsistent. The first time I used the ability it spectacularly failed to do anything at all. No supression, no damage, nothing. The infantry I had targeted had barely moved.
The next time I fired it off it killed like 10 enemy models. Strafed straight through the center of three volks squads and ate one of them alive while badly crippling the other two.
It's possible that this ability will become quite powerful once players understand it. However I'd prefer a more moderate ability that was consistently useful.
Thread: In Before the Blitz: Airborne Company Strategy6 Dec 2015, 22:51 PM
Yeah, M8A1s don't really cut it anymore. They've just be nerfed too hard.
I try rush them. I try using them in moderation. They're... just sort of sub-par? I dunno.
With the Calliope added in there's less of an incentive to use such a poor artillery unit.
Updating these guides with the see-saw that is Relic balance can be tricky. I just updated the OKW "Double Agent" guide to reflect a really good strategy for that patch. Now the OKW rework has come through and the strategy, while probably fine, needs to be refined for the new options available.
I'll consider changing this guide next year when this OKW rework has settled down. I dunno when/if we'll see more changes to US but...
Thread: UKF on Life Support6 Dec 2015, 22:44 PM
Yeah, this patch isn't one of those patches that "just needs to settle in".
It's clearly really bad.
Team game balance deserves some love. I don't care if it can't be pin-point balanced. Maybe 1v1 deserves to have priority there! I got no problems with that. There are far better compromises than this patch though.
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