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Messages - ATL
1
« on: August 28, 2017, 08:13:21 PM »
I'm suppossed to have the latest steam release build, I was just testing the recent changes in the patch, mainly the BT and PTRD/PTRS ones and I came up with that casually (the changes are indeed there). Can someone confirm I am not crazy?
2
« on: August 24, 2017, 05:17:11 PM »
It's been a long time since I last showed any life signs here, I've been enjoying the steam release so far during summer holidays  While testing some stuff and the last balance changes I noticed something hilarious, the hull machinegun from the KV1 was damaging Stug III and Panzer III both with the skirt upgrade, yet it could only finish them if they faced their rears. I decided to take a look at Corsix from my crappy laptop and indeed I noticed that the hull MG weapon lacks the custom armours in the target table, I guess that is the cause of the problem. I decided to record my fun moments and here are the results: https://youtu.be/XRfFMP-MOiIAnd this extra one to confirm my initial theory: https://youtu.be/_YtV74g_OA4
3
« on: April 10, 2015, 03:57:50 PM »
Partisans camouflage is intended to work like that, not a bug, and it's a pretty nice feature  . As for the Ostheer Engine veterancy, its bonuses are like +5% max speed and around +10% to acceleration when vet 3 (you only get smoke when ace), which should be pretty much unnoticeable. I don't think it's bugged, just severely outweighted by the other 2 options, but that shouldn't be discussed here  .
4
« on: January 29, 2015, 01:50:14 AM »
I suggest you people to provide your Steam's profile URL to ease the pain of searching, specially in case your name is a common one (like mine  ), so there is no room for mistakes. I think this should help  .
5
« on: January 09, 2015, 09:19:13 PM »
Amazing models indeed, I specially like the new beutepanzers, that T-34/76 looks like a mix with a Panzer IV hatch and Panther-like skirts, just lovely  .
6
« on: December 25, 2014, 04:25:08 AM »
Merry Christmas, people, hope these holidays go well for all of us  .
7
« on: December 24, 2014, 08:03:15 PM »
I'm sure you guys know about the release of the broadcast feature on Steam Beta, so I wanted to ask about pros and cons compared to other dedicated broadcasters pages like Twitch.tv. What do you think about this new feature?
8
« on: December 13, 2014, 12:05:10 AM »
From what I remember, infantry in these type of transports could be shot down by any decent AoE weapon, being flamethrowers, tank guns and even mortar shots if they happenned to land nearby, a direct hit is quite crippling, yet uncommon. So they're only immune to small weaponry. Anyways it was a long time without seeing in action these transports for me, maybe this has changed.
9
« on: December 11, 2014, 06:47:00 PM »
I feel like I'd only add an SVT40 package to the Command squad as a midgame, long range upgrade in contrast with the PPS. And maybe changing the PPS package would be nice, since only 3 guns for the guards cause some weird stuff, like having Danko with the SMG, and one guard with the rifle, which overall increases the DPS compared with the starting upgraded squad, where you have crappy revolver. Changing it so that this doesn't happens or even having 4 SMGs and each dealing 75% of the former damage to balance it would be the only changes to the Command squad. And please, no aesthetic SVT40, just let the Mosin, I already find strange the SVT40 from the Navals with the bolt action rifle stats (they even had the bolt animation in older versions), G41 from the old Landser leader shared this and I didn't like it either (I should have made a topic about this long time ago). About Danko having heroic criticals, while it seems nice, I don't know, KCHs are lategame 3 member infantry squads, British officers are squads by themselves so they can be focus fired easily (if in range ofc). It's annoying to lose Danko from sniping when you were to activate his abilities (I know how it feels  ), but balancers will tell I guess.
10
« on: December 07, 2014, 06:31:24 PM »
Still trying to explain why the recovered tanks have a worse performance? The way I see it is that you can't repair a wrecked tank to functional state and hope it's just like brand new, new crew to the tank wouldn't help either.
Back to topic, well, talking about a competitive aspect, the problem I think of is actually trying to recover the enemy tanks, the enemy will know where their tanks were destroyed, and they can destroy the wreck beforehand unless lets say a mass retreat after a defeat in a confrontation, and even then, IIRC the enemy can see in the fog of war not only the wrecks, but also if the enemy is actually repairing it. So I think the ability should be performed faster to leave less reaction time, but with the tank itself having less impact and being more expendable.
So my idea is to have the Famo recover wrecks like 50% faster than its repair ability (if that can actually be done) with a heavier manpower upkeep (so you're actually paying for the recovery of the tank, but in an indirect way), but when recovered one of the following:
1. The recovered tank spawns with both heavy crits, main gun destroyed and engine damaged to make up for the faster recovery and you can still punish reckless recovering with a fast response attack, wasting all the manpower the OH player invested.
2. The recovered tanks are weaker versions of their former beings, so it punish the actual loss of the unit, this one however can be quite confusing if applied to axis recovered tanks, but looks fitting for Beutepanzers.
Going along with the concept of weaker Beutepanzers I think it should be paired with less pop usage than its allied counterparts, this way also helps to prevent going over popcap limit.
11
« on: December 05, 2014, 12:30:39 AM »
Well, the Famo looks viable when you lose your sturmpios as it has a better repair to pop ratio, but the unit itself may need some extra utility to make it more supportive outside these duties.
About the topic itself, yeah, the ability itself is quite punishing for its fixed price each time you activate the ability. I can think of making the ability to have instead a munitions and fuel upkeep, so when you repair a low health wreck it actually cost you more and you can interrupt it when needed without been a complete waste. While it seems better in my head, it'd share the problems related to the old soviet mechanic regarding abilities, maybe having a manpower upkeep higher than repair would be better. What do you think?
The Beutepanzers share all the stats from their counterparts, the only differences IIRC are the veterancy (OH vet with engine) and the armour type, Panzer IV armour for Shermans, and Panzer III for Cromwells and T-34s, so that's why some Beutepanzers seem more squishy.
12
« on: November 29, 2014, 06:36:05 PM »
Let's recap, Zis 2 does 185 per shot and like the Flak it has a huge 50% extra damage modifier against the enemy halftracks (actually I saw Flaks one shooting on M3s with awesome out of control scene  ), while by itself the Zis 2 shouldn't kill the sdkfz 251 from full health, this cannon shares all boni from its "lesser cousin" so the extra 15% damage and penetration from the armoury upgrade paired with the vet 2 +25% damage and +40% penetration make this Zis 2 a frightening presence for any German vehicle. Any of these two could be enough to one shot kill the halftrack. As a side note IIRC the Zis gets a range improvement on vet 3.
13
« on: September 18, 2014, 11:36:39 PM »
Nah, if you want an attack ground artypiece get the mortar instead 
About the 150mm Bombardment: actually, I didnt notice that it deals too much dmg, maybe there's an error on a modifier or smth. I'll put it on the watchlist.
Well, I tried  , I tend to use the mortar anyways, despite it doesn't seem exactly the same as Wehr one (I should check it). I checked Corsix looking for anomalies on the target tables, and what I saw is that the 155mm barrage deals full damage to tp_building (compared to other artillery which have 35%/50% instead). My guessing is that Ostheer elite barrage is based on the American one, since both seem to have same modifiers, but Ostheer artillery deals about double damage, so difference should be noticed here, hope this is helpful to point out the problem, on a side note I don't know how damage is done to civilian buildings and HQs (damage to walls, collapsing and so on), so I'm not sure about this...
14
« on: September 18, 2014, 08:38:22 PM »
I saw the replay too, and I don't see a balance concern about the bombard squad and the LeIG, in fact the bombard squads looked underperforming here, since they were missing all the shots (against Strelky in cover  ). About the LeIGs, I'd like to see them again with autofire instead of just firing on command. I've got one question, I haven't tried 280 mm rockets from Wehr against base buildings, but is it OK that the Ostheer elite bombardment does so much damage against buildings, it almost destroyed the HQ by itself. BTW, that squad wiped by 2 S-mines, it looked like some of those demo-charge and mines combo, nasty  And about the God of war, there isn't as much boom as before because of the removed overwatch after first bombardment, and I think it fires more concentrated now.
15
« on: August 26, 2014, 05:40:16 PM »
Sorry if all my blabbery was confusing, in short, both Landsers and Conscripts are close quarters oriented troops. G41s and MKb both increse damage for the squad at any range (close quarters I think 1 G41=2 Kar98 Landsers), but they still excel at mid-close range. What it is being revisited is the balance of these two units. I'd like to point out weird stuff I've experimented in some test games, a close range matchup I did with Mkb Landser vs unupgraded Guards (equal cover), not only surprised by the fact that Landser won but they performed better than G41 and MKb. That was because the Mkb could change to more hands after a casualty, but anyways... yeah, weird stuff  This makes me support the switch of the Mkb to several MP40s for the squad. And two more questions, why the Landser leader has worse gun in the current build than his fellow Landsers, since it has the wind down time added like bolt rifles? And how it's going to change the G41 Sturmpio upgrade, is it a long range upgrade or more like a visual indicator to represent the upgrade? After that, yeah, I shouldn't do more questions about incoming changes
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