Jump to content

des1206

Member
  • Posts

    337
  • Joined

  • Last visited

  • Days Won

    4
  • Donations

    0.00 USD 

Posts posted by des1206

  1. I still think my CT anti-armor idea is worth exploring. It encourages more of a combined arms tactic.

    For example: +30% armor dmg/-30% health dmg let CT keep its DPS the same, but make it really useful in large battles as it helps to strip armor off of Soviet tanks for allies to take advantage of. It could "zip around the battle field stripping armors" XD

    On the Phase getting health regen, I just think this opens the phase up to infantry combinations that's other than Mech/Phase.

  2. Some Allied-buff balance ideas then to help direct confrontation

    1. Make APC/Ranger's machine guns a little better vs Soviet infantry like shock and Volkov

    2. Shorten shockie's range a little more so they are easily kited in open field without cover.

    3. Make Tanya more useful in open field by increasing her Colt .45 range, but also her C4 throw range and C4 dmg vs vehicle.

    4. How about a Chronotank weapons logic that damage tank armors more, but health less? Alternatively, give the CT a small bonus dmg vs Mammoth armor

    5. Increase CT dmg vs buildings slightly more so they can join in on a base attack easier.

    6. Give the Phase Tank full/limited self-repair abilities. It did that in one of the Aftermath missions. Increase its price if you have to. This will drastically improve its lifespan in the field for skilled operators.

  3. 2 hours ago, Voe said:

    While the winrates for the past year and a half osscilate around 50:50, the higher the player count, the more they're skewed in soviet favour.

    I wonderful if this is because Soviet units are easier to use in direct attacks and require less coordination/teamwork, and in larger games, it's harder for Allies to pull off shenanigans like infiltration and ambush with more Soviets on the map. 

  4. I have a small gripe about the Mammoth Tank's self-repair ability. Because the game makes vehicle armor more superior than health (a great mechanic in-of-itself), the tank "repairing to 50%" isn't really at 50%. Another to say it, in Red Alert, a Mammoth Tank self-repaired to 50% health would be as strong as a light tank. However in APB, it's repaired 600 health would be inferior to a 300/300 light tank. 

    I really appreciate this unit's design and the beautiful balance this game currently has. You can tell a lot of hard work has been put into testing and balancing. So i just want to make it clear i say the above out of thankfulness and as a "for your consideration".

    Slow vehicles are usually at a disadvantage on large maps, since the enemy has plenty of time to respawn and attack you over and over to whittle you down. Can we consider some sort of full-heal upgrade for the mammoth tank? But armor self-repair only starts if the tanks has been out of battle for a while?

     

  5. Dislike. Half of the fun of this game is the heart pounding thrill of sneaking into an enemy base undetected commando style, wreak as much havoc, then take out the last silver of health in a building before dying.

    This nerfs seems to cap the skill curve of skilled players, and buff defenders instead of encouraging aggressive and risky but high-pay-off gameplay styles.

    PS: Thank you Dev team for all the great work that you continue to do on this game. Please don't misunderstand my constructive feedback. :)

  6. 3 hours ago, Voe said:

    Because it's unfair towards the base defenders. There is no mechanic in game which would allow the defenders to spot the crouching infantry, and on maps with clutter and/or tunnels, the defending team may be AWARE of a Tanya in their base, and yet be completely unable to find her. This threat potential can cost the match. Think Tanya+Spy sneaking through the tunnels on KoTG, avoiding the mines.

    Thanks for the explanation. C&C mode is suppose to favor attackers and discourage defending/turtles. If a Tanya is able to sneak into a base past the mines, or with the help of a spy on KotG, good for them! If two Soviet engins are able to slow walk and C4 a MCT, good for them! They should be rewarded with such high-risk team-based plays. Speaking of KotG, i'm against getting rid of that Soviet ore-field entrance for the reason i just mentioned.

    There is a very rewarding thrill when you try to pull off a covert op. You don't really get this with other FPS games. I sincerely feel taking out crouch-sneaking takes out half of the fun as an attacker.

    3 hours ago, Voe said:

    Allied Minelayer is a huge time sink, which requires multiple repeated trips to refill. At the same time, the minelayer is unarmed and vulnerable to all forms of damage, which costs in repairs and repurchases. In return, 1 soviet player could buy a mammoth tank + engie and effectively clear the whole map in one go. It's completely disproportionate in terms of time and risk invested. Now, the soviet engie can still do it, but he needs a supply truck instead of a tank, which gives the minelayer a form of counter play.

    Based on my experience, one dedicated Allies minelayer can shut down almost the entire Soviet armor usage on maps. Allied Minelayers can deploy 5 mines in quick succession on the move, and reload instantly on the SD. It takes a lot of time for Soviets to hop out of tanks to de-mine, giving up one attacking infantry, and Allies can put down another 5 mines for the time it takes a Sovet engin to find and disarm 5 mines. Minelayers are also nimble enough to get away from any danger most of the time. I feel AT mines make the game less fun because it is so one dimensional.

    If anything, I really suggest we give minelayers a deploy, reload, and refill delay, and maybe a dmg nerf. 

    If anybody feel differently based on their playing experience, i would be interested in hearing your view.

     

  7. I like most of the changes! :) But i'm also against the Sneaking and Engineer shovel changes. :(

    Crouch sneaking into a base has always been a fun, high-risk/high-reward and heart-pounding strategy to try to pull off. Why the change?

    Allies lay TONS of AT mines on maps. If anything Soviet engineers should get an even bigger disarm radius along with unlimited ammo.

  8. Upgrades should not just be a simple direct armor +2, attack +2, dmg +2, that's too lazy and may make the game really imbalanced if one team's tech center goes down.

    Instead, upgrades should widen unit abilities and strategies. A couple of ideas:

    - Mammoth/Volkove Armor regen/full heal

    - Engineers can get an extra block of C4

    - Mobile GAP gets extra range

    - Tanya speed increase

    - Chronotank reset time decrease

    - Hind carries an extra passenger

    - APC refills weapons

  9. Any discussion on balancing needs to include opportunity costs (for non-AI units). As effective as a specialized unit is, what alternative unit would a Soviet player give up playing to be a dog? Same as spies. Ineffective spies can really cost Allies an valuable extra tank or mech/medic.

    A good spy game-play video

    Also, can someone explain how spies work in Barracks/War Factory?

     

  10. Bonus Tip: 

    Because of the Mammoth Armor's resistance, 1 vs 1 a mechanic could actually out-repair a Volkov or Heavy Tank. So if you found yourself teleported next to the wrong person, as long as it's 1 vs 1, and you still have your armor on, pop out of your CT and start repairing! A CT continues to recharge whether you are in or out of the vehicle. Just try to survive 30 seconds before getting out of there.

  11. I want to add Migs do best on large maps with significant Allied vehicle usage.

    It would be awesome to see them in action on maps like TotheCore and RidgeWar where Soviets often have trouble keeping up with fast Allied units.

  12. Did you know:

    - Vs. buildings, Migs do more damage than Longbows. Numbers needed for buildings:

    Silo: 2 Migs or Yaks

    Allied buildings other than War Factory/NY/CY: 3 Migs/Yaks

    War Factory/NY: 4 Migs/Yaks

    - Vs. vehicles, Migs do 66% of damage of a Longbow. Still, Migs can two-shot (in one run) or less all Allied vehicles except the Medium/Light/Chrono Tank.

    - Migs have 66% of LB's health.

    - Migs fly at twice the Longbow's top speed (50m/s vs 25m/s), but because they need to circle around to attack and slow-down to land, realistically they don't always travel at twice the speed.

    - Migs aren't very good against planes. Use a Yak if you want to hunt air units.

    - You can get lucky with AA guns sometimes since they have to rotate to target you. You may be able to fly out of their range by then.

    - You can do barrell rolls with Migs by holding the direction button while flying.

     

×
×
  • Create New...