#41735
1.20 Patch note/play impressions
Very nice changes in the change log,
Looking forward to seeing how piospam is affected by that vet switch.
I was surprised by a couple also though, but the experts could probably enlighten me as to why they suggested these changes.
The armored car is very fragile, but it is and has been a staple unit because it is incredibly effective. It isn't underused, it doesn't seem to be underpowered. It's a bitch to kill if the other player microes it well, so I"m not sure why it got a health boost. I worry that this could be pretty devistating in early to mid game.
I worry the same thing about brens not being able to button from trenches. I understand why they can't from bren carriers, but as somebody who plays brit a lot, I'm wondering exactly how to keep my bren squad alive when it tries to button the fast ac/mp44 base rush that comes in the awkward transition between t1 and t2. At least when the weapon is effective from a trench, it forces the PE player to slow his tech slightly for a 20 fuel incendiary upgrade. Now there's very little risk to overextending the ac, especially with its new hit points.
That coupled with the nerf to the bren carrier repair(which I'm not saying was a bad thing), is going to make an existing brit vulnerability all the more so.
I would have preferred a slight scout car hp increase(as an underused unit) to that of acs. (also some love for at grenades though I'm not sure what that love should be without overpowering them against brit emplacements)
also no mention of the ostwind firing bug.
Still, that's an amazingly short list of concerns. (I do use tigers and pershing's alot at current cost, so I'm a little bit nervous about the better pricing, but we'll see).
By the way, the russian changes all sound great so far. I love that the command squad artillery unlocks at vet1. smart change.
Looking forward to seeing how piospam is affected by that vet switch.
I was surprised by a couple also though, but the experts could probably enlighten me as to why they suggested these changes.
The armored car is very fragile, but it is and has been a staple unit because it is incredibly effective. It isn't underused, it doesn't seem to be underpowered. It's a bitch to kill if the other player microes it well, so I"m not sure why it got a health boost. I worry that this could be pretty devistating in early to mid game.
I worry the same thing about brens not being able to button from trenches. I understand why they can't from bren carriers, but as somebody who plays brit a lot, I'm wondering exactly how to keep my bren squad alive when it tries to button the fast ac/mp44 base rush that comes in the awkward transition between t1 and t2. At least when the weapon is effective from a trench, it forces the PE player to slow his tech slightly for a 20 fuel incendiary upgrade. Now there's very little risk to overextending the ac, especially with its new hit points.
That coupled with the nerf to the bren carrier repair(which I'm not saying was a bad thing), is going to make an existing brit vulnerability all the more so.
I would have preferred a slight scout car hp increase(as an underused unit) to that of acs. (also some love for at grenades though I'm not sure what that love should be without overpowering them against brit emplacements)
also no mention of the ostwind firing bug.
Still, that's an amazingly short list of concerns. (I do use tigers and pershing's alot at current cost, so I'm a little bit nervous about the better pricing, but we'll see).
By the way, the russian changes all sound great so far. I love that the command squad artillery unlocks at vet1. smart change.
Last edited July 31, 2010 at 9:00 PM by Joshua9
