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7
2
IM SO HAPPY THIS IS A SINGLEPLAYER GAME
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Twista
46
2
Why do you guys have a problem when devs are balancing the game?
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Deathwing1306
Diposting pertama kali oleh Salty Juniper:
Diposting pertama kali oleh Deathwing1306:
Like having weapons like this in the game: https://cdn.steamusercontent.com/ugc/14985971213257263246/07169FB5375DF96AE9543535413191091C6A163A/

Or having super strong broken builds on other weapons like this for example: https://www.youtube.com/watch?v=FffN-BILOgw&ab_channel=DrZERO%27sLab

Or having super OP spell build like this one: https://www.youtube.com/watch?v=BWPqk4JX5uA&ab_channel=DrZERO%27sLab

Or having an option to cancel all kinds of animations, using OP consumables, using OP weapons skills, etc.

If you combine all these builds with summons, you can basically do most of the bosses without getting hit lol.
So, just want to make sure I'm understanding you. You're saying that anyone who is against nerfs in 1.5 is a hypocrite if they weren't also against the broken builds you could already make before the patch? Or is it more like, anyone who used a broken build is a hypocrite if they're against the difficulty changes in 1.5?
You can easily get through the game with very OP builds even on the very first 1.0 version of the game, just because they SLIGHTLY tuned some things out, doesn't make the game SUPER EASY now.

There are builds which allow you to run through the game without any issues. Usually it's people who are using really strong and maybe even "not-intended-to-be-this-strong" builds, that say that the game is super easy already and it didn't need any patches.

If you really want to say these things, go and beat all the NG+ cycles on level 1 character with level 1 weapon and without any heals or consumables whatsoever. If the game is easy even then, that is when the opinion counts. You can make the game hard, as well as super easy, it just depends on the individual player on what they choose.

I didn't have any problems with the game when I played it before the 1.5 patch, I just found some things annoying, but got used to them while playing and still managed to beat the game 2 times before the patch and would beat it once or twice again even without the patch... am I supposed to just run around now and spam under every post how people should just get good and that the game is perfectly fine and flawless just because I managed to go through it 2 times before the patch?

The only big problem I had and still have is the Huang Yan boss, but that is pretty much the only BIG issue I have with the game, if they decide to nerf the boss, I don't care... if they decide to leave the boss as it is, I don't care as well, even though I hate the boss. Why is it such a big problem that they decided to slightly adjust some things which could get very frustrating and annoying in some scenarios? Those "nerfs" don't even really make much difference honestly, it would be a different scenario if they nerfed ALL the bosses or most of the bosses or even made some of the weapons even stronger.
7
I like open weapon classes, but class identities shouldn't be thrown away.
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nightnight
53
Patch 22 july . ^^
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SydneyAngel
Diposting pertama kali oleh Bigfoot999:
Diposting pertama kali oleh Don Carlos:
Updates for July 22nd, 2013


General Updates•Multiplayer balance updates (see the attached email for the details)
•Pathfinding improvements
•AI improvements
•Increased reconnection window when network connection is lost during a multiplayer match
•Miscellaneous minor content fixes
Balance Updates

Units and Abilities
Adjusted unit and ability performance to better align it with our design intent. Our goal is always to open the number of viable strategies available to players while maintaining the fun factor on both sides of the battle field.

Obersoldaten•Swapped the armor modifier with received accuracy. This blends the hit/miss system better into our current structure; it also helps reduce accuracy over capping.•Armor from 1.25 to 1
•Received accuracy modifier from 0.87 to 0.7
•Removed bonus accuracy to retreating units

Katyusha•We wanted to increase the lethality and reliability of the Katyusha.•AOE radius from 4 to 6
•AOE distance from 1/2/3 to 1.5/3/4.5
•Damage from 80 to 160
•Scatter angle from 5 to 10
•Scatter offset from 0.25 to 0.1

Riflemen AT Grenade•Deflection damage from 75 to 80
•Penetration from 1000 to 100
•Range from 20 to 15
Conscript AT Grenade•Deflection damage from 75 to 80
Panzerfusilier AT Rifle-Grenade•Ability range from 25 to 18
•Ability cost from 20 MU to 25 MU
•Weapon penetration from 1000 to 100
•Weapon deflection damage from 0 to 40
MG34•This unit was not very desirable in the past; this brings it slightly closer to the MG42 in terms of damage output. Its AOE suppression and ROF remains lower.•Rate of fire increased by 40%; this affects damage and supression

M15A1 AA Half-track•This change is intended to increase the exposure of the M15 to its counters. The Raketenwerfer and Puma as examples will now have more room to counter this unit.•Weapon range on 37mm gun from 45 to 40

LeIG 18 Infantry Support Gun•Damage reduced from 120 to 80
•Damage versus garrisoned units increased from a base of 40 to 60
Stuart•Improved the armor of the Stuart to make it less vulnerable to the Panzer II and 222 Scout Car; the intent was that the Stuart function as a stronger light vehicle counter.•Armor from 50 to 80

WC51 Dodge•This unit significant over performed and was able to inflict large causalities early within the game.•Damage reduced from 8 to 5
•Accuracy increased from 0.22/0.35/0.54 to 0.29/0.4/0.62

USF Assault Engineer Demo Charge•Damage reduced from 600 to 250
•Bonus damage to buildings increased from 200 to 550
•Bonus damage to ambient buildings removed
M21 Mortar Half-track•Auto-barrage weapon range increased from 60 to 80
•Barrage scatter was tightened, increasing its accuracy
Jaeger Light Infantry•Unit armor was replaced by 0.8 received accuracy
•Reinforcement cost from 55 manpower per entity to 43 manpower per entity
•Dispatch cost from 290 to 340
Blendkorper Smoke Grenade•Cost from 50 MU to 30 MU
Pack Howitzer•AOE damage at far from 4 to 8
•AOE damage at mid from 12 to 24
•Damage versus garrisoned units increased from a base of 40 to 60
ISU-152•Mid-range AOE damage from 84 to 72
Paratroopers•Thompson package now provides 4 SMG’s instead of 3
•Tactical Assault now increases burst length while moving
OKW and USF Grenades•Garrison cover damage modifier from 0.5 to 1
Panzer II Luchs•Damage output modified to feel more consistent; damage slightly decreased while reload was halved
•Resolved an error with veterancy level two which resulted in the modifiers not correctly being applied
•Shots no longer appears to clip through units
Sturm Officer•Weapon team bonus modifier from 0.6 reload to 0.87 reload
Weapon Priority Tuning
Units will seek out targets more in line with their intended role. For example tank destroyers will prioritize vehicles over infantry.

Modified Units•M5A1 Stuart
•M4A3 Sherman
•M4A3E8 Sherman
•M36 Jackson
•M10 Wolverine
•M8 Greyhound
•M15A1 AA Half-track
•Wehrmacht 234 Puma
•OKW 234 Puma
•Jagdtiger
•Jagdpanzer IV
•Ostwind
•251 Flak 17 Half-track
•OKW Panther
•OKW Panzer IV
•Panzer II Luch
Modified Unit Priority Value•King Tiger
•M7B1 Priest
•251 Half-track Wurfrahmen 40
OKW Economy
Ammunition rate was increased as it unduly limited the faction’s capacity to use abilities and purchase upgrades.

Resource Points•Now provide 100% of their ammunition value; was previously set to 66% of point value
Bugs and Gameplay Fixes
These changes are geared towards improving usability and resolving inconsistencies within gameplay.

Riflemen AT Rifle-Grenades•Now homes in on its target similar to Conscript AT Grenades and the Panzerfaust
Panzerfusilier AT Rifle-Grenade•Now homes in on its target similar to Conscript AT Grenades and the Panzerfaust
OKW and USF Infantry Reactions•Reactions will now occur less frequently. A reaction is trigged when an explosion occurs near a squad
USF M3 and Dodge WC51•Can no longer garrison snipers
•Can now garrison USF officers
Reinforced Barbed Wire•Can now be manually targeted
Panzerfusiliers•Veteran level 4 no longer increases weapon range
•Veteran level 4 now increases weapon accuracy
Commanders

US Forces Rifle Company Commander – Elite Riflemen Training ability•Cost changed to 300 manpower
•The ability cool down is now triggered at the beginning of a match so that players must wait for the cool down to finish before using the ability for the first time
QUESTION... why is this relevant it has been this way for 12 years ???
99% of stuff on the internet isnt relevant
Di forum "Off Topic"
102
Are there any women on this forum?
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Morrandir
0
2500 people online
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CapTen_Chronic
15
Give short spear and shield a weapon mount slot please
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Nuyu
Diposting pertama kali oleh Balekai:
Diposting pertama kali oleh Nuyu:

i have tried things like this many times and they have always been just ok. while it sounds good on paper. it takes FOREVER to get off the ground, and by the time you do have it. high teir units with always hitting abilities and spells are there to make sure you have a bad time. and the stun chance on a a short spear would be kinda bad on retaliations since its multi hit and not a single hit.

tbh if you invest this many levels and resources and items into anything its going to be at least ok

BUT THAT ISNT THE POINT. the point is that short spear is very mid, putting it on a mount would not break balance and it would be super cool.

It's really not that much investment honestly save for the skills to get Defensive Mastery through the tree (and there's some good ones on the way), and by that point you have already probably found 2 Haste Berries in Architect's search for more Magic Materials. That gets you Defensive Mastery and Extra Retaliation attack quickly by mid game via crafting, since Haste Berries are one of the most common materials.

A great example is that I use 2 Haste Berries all the time to make Animate Flora Wands for by Ritualist Nature builds in their sessions. Once you find 2 haste berries and capture them, you can have Animate Floral Wands to summon Floral Stingers off vegetation and Wildgrowth Floral Grounds. That can happen pretty early in a game session, and just a matter of crafting wands every 2ish turns thereafter. I have never had it not work out (maybe small maps would be an issue). :)

The above gimmick is more about efficient action economy and stacking passive stat bloat. Being able to properly retaliate as a support hero/leader and tough it out in melee. Support army during actual turn, then *attack* defensively with much better stat bloat during enemy turn taking far less damage. ;p

Again having First Strike and crafting stuff like stun on hit means First Strike can disable multi attack units before they complete full salvo of attacks. That also goes for any Architect hero or leader build using Spear and Shield.

your missing the point my friend :/ i do not care about a strategy that falls apart the second you run into an enemy with charge attacks that cancels your defense mode since the dang short spear doesn't have charge resistance.

i just want to put a spear and shield on a chariot to look cool.
15
This game needs to be at least 75% off.
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Velber
384
73
I don't get the hype... Am I the only one? BF6 is disappointing!
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Communist Dentist
Di forum "VAC Discussion"
2
Valve Needs to Seriously Improve Its Anti-Cheat System
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Breaker
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