[AoA] Patch v.686: "Infantry patch"

torinus
Lieutenant
Posts: 1239
Joined: Fri 15 May 2015 22:39
Contact:

Re: [AoA] Patch v.686: "Infantry patch"

Postby torinus » Tue 20 Oct 2015 14:08

It would be useful to make a topic for this patch in Steam forum as well.

Louvellan
Specialist
Posts: 12
Joined: Tue 22 Sep 2015 14:43
Contact:

Re: [AoA] Patch v.686: "Infantry patch"

Postby Louvellan » Tue 20 Oct 2015 14:16

Seekerdolls wrote:so the autocannons which have 0.5 HE deals 0.25 damage to infantry?

holy..


As autocannons, I don't think they'd be affected, what with them firing larger bullets.
Then again you could say that also of 155mm shells... But I guess autocannons are designed to fight infantry so they'd be excluded from this new mechanic.
The point of this patch imo was to make infantry a more serious threat AND make anti-infantry tools more important. That's rifle infantry but also anti-infantry vehicles, I'd guess.

lincrono
First Sergeant
Posts: 221
Joined: Wed 23 Sep 2015 16:34
Contact:

Re: [AoA] Patch v.686: "Infantry patch"

Postby lincrono » Tue 20 Oct 2015 14:17

Sad to see the greenzone nerf, considering that the HP was the only thing keeping US defense relevant in the late game. MG/Phalanx already deals pitiful damage late game. The extra building HP gave US bases the staying power while the resident task force fought off invaders. would have been nice to see a cannon defense/TOW buff or other damage/utility boost to make up for this lack.

Good Patch otherwise though.

User avatar
siizon
Sergeant
Posts: 68
Joined: Mon 24 Aug 2015 06:09
Contact:

Re: [AoA] Patch v.686: "Infantry patch"

Postby siizon » Tue 20 Oct 2015 14:23

(Falls out of chair) Wow what an awesome patch! Now they just need to fix the 0.5 second delay and we are cooking with grease. They hit so many good things. Exos still sound terrifying though! :o

torinus
Lieutenant
Posts: 1239
Joined: Fri 15 May 2015 22:39
Contact:

Re: [AoA] Patch v.686: "Infantry patch"

Postby torinus » Tue 20 Oct 2015 14:30

lincrono wrote:Sad to see the greenzone nerf, considering that the HP was the only thing keeping US defense relevant in the late game. MG/Phalanx already deals pitiful damage late game. The extra building HP gave US bases the staying power while the resident task force fought off invaders. would have been nice to see a cannon defense/TOW buff or other damage/utility boost to make up for this lack.

Good Patch otherwise though.

USA already has best Artillery, it does not need best towers as well. Patriot are best anti air already.

torinus
Lieutenant
Posts: 1239
Joined: Fri 15 May 2015 22:39
Contact:

Re: [AoA] Patch v.686: "Infantry patch"

Postby torinus » Tue 20 Oct 2015 14:32

Louvellan wrote:
Seekerdolls wrote:so the autocannons which have 0.5 HE deals 0.25 damage to infantry?

holy..


As autocannons, I don't think they'd be affected, what with them firing larger bullets.
Then again you could say that also of 155mm shells... But I guess autocannons are designed to fight infantry so they'd be excluded from this new mechanic.
The point of this patch imo was to make infantry a more serious threat AND make anti-infantry tools more important. That's rifle infantry but also anti-infantry vehicles, I'd guess.

If they do HE damage they should be.

We wanted Rifle infantry to be better so now they are. New meta will probably ask for them to be used. I expect Vipers and other rocket infantry also do half damage to other infantry.

lincrono
First Sergeant
Posts: 221
Joined: Wed 23 Sep 2015 16:34
Contact:

Re: [AoA] Patch v.686: "Infantry patch"

Postby lincrono » Tue 20 Oct 2015 14:52

torinus wrote:
lincrono wrote:Sad to see the greenzone nerf, considering that the HP was the only thing keeping US defense relevant in the late game. MG/Phalanx already deals pitiful damage late game. The extra building HP gave US bases the staying power while the resident task force fought off invaders. would have been nice to see a cannon defense/TOW buff or other damage/utility boost to make up for this lack.

Good Patch otherwise though.

USA already has best Artillery, it does not need best towers as well. Patriot are best anti air already.


Koals match the NlOS-C and Chimera have the best counter-battery capability. Antey-2500 is by far the best anti Air, with extraordinary range, equal damage, and the ability to position anywhere at any time. I'm not saying the US should have the best towers, I'm saying they now have neither dmg nor hp, and the real sticker, is that the base itself, now lacks the staying ability it used to rely on to allow taskforces to do their work. Cartel still has it's artillery turrets, railguns, repair drones, and stealth. Chimera still has it's jack-of-all-trades decent hp, high dmg/utility turrets, the antey, and the ability to drop repair outposts throughout the base, not limited by build radius. US only had HP boost through an expensive upgrade. now they don't even have that.

User avatar
Megiddo
Chief Warrant Officer
Posts: 678
Joined: Thu 23 Jul 2015 22:57
Contact:

Re: [AoA] Patch v.686: "Infantry patch"

Postby Megiddo » Tue 20 Oct 2015 15:05

lincrono wrote:
torinus wrote:
lincrono wrote:Sad to see the greenzone nerf, considering that the HP was the only thing keeping US defense relevant in the late game. MG/Phalanx already deals pitiful damage late game. The extra building HP gave US bases the staying power while the resident task force fought off invaders. would have been nice to see a cannon defense/TOW buff or other damage/utility boost to make up for this lack.

Good Patch otherwise though.

USA already has best Artillery, it does not need best towers as well. Patriot are best anti air already.


Koals match the NlOS-C and Chimera have the best counter-battery capability. Antey-2500 is by far the best anti Air, with extraordinary range, equal damage, and the ability to position anywhere at any time. I'm not saying the US should have the best towers, I'm saying they now have neither dmg nor hp, and the real sticker, is that the base itself, now lacks the staying ability it used to rely on to allow taskforces to do their work. Cartel still has it's artillery turrets, railguns, repair drones, and stealth. Chimera still has it's jack-of-all-trades decent hp, high dmg/utility turrets, the antey, and the ability to drop repair outposts throughout the base, not limited by build radius. US only had HP boost through an expensive upgrade. now they don't even have that.


Even if the HP pool given by the green zone upgrade was maybe a bit high, at least the logistical centers could benefit from a little buff with their HPS (Healing power per tick) to compensate.

Don't forget that US army has to face loud investments in energy and buildings to defend a base. the tiny range bonus and fixed bug for the MG nests seem not enough to ensure a good position. Base and static defense buildings related of course, apart from units considerations.

Oh, by the way, the green zone upgrade always displays the hint : "doubles building hit points". something to adress.

AoA definitely don't show love and mercy to the defensive/turtle players :P
Last edited by Megiddo on Tue 20 Oct 2015 15:13, edited 4 times in total.
That's the saddest part of the story. I was getting used to think, after nearly three decades of its existence, that the word "Strategy" was the main cornerstone of the RTS genre and golden age.

User avatar
Wister
Command Sergeant Major
Posts: 342
Joined: Wed 7 Mar 2012 11:03
Location: Paris, France
Contact:

Re: [AoA] Patch v.686: "Infantry patch"

Postby Wister » Tue 20 Oct 2015 15:05

D-M wrote:Quick question...

Increasing all infantry rifles' range by 200 (400 -> 600).


Does it include sniper rifles, SAW, SMGs, etc ?

Nop.
Image

torinus
Lieutenant
Posts: 1239
Joined: Fri 15 May 2015 22:39
Contact:

Re: [AoA] Patch v.686: "Infantry patch"

Postby torinus » Tue 20 Oct 2015 15:06

lincrono wrote:
torinus wrote:
lincrono wrote:Sad to see the greenzone nerf, considering that the HP was the only thing keeping US defense relevant in the late game. MG/Phalanx already deals pitiful damage late game. The extra building HP gave US bases the staying power while the resident task force fought off invaders. would have been nice to see a cannon defense/TOW buff or other damage/utility boost to make up for this lack.

Good Patch otherwise though.

USA already has best Artillery, it does not need best towers as well. Patriot are best anti air already.


Koals match the NlOS-C and Chimera have the best counter-battery capability. Antey-2500 is by far the best anti Air, with extraordinary range, equal damage, and the ability to position anywhere at any time. I'm not saying the US should have the best towers, I'm saying they now have neither dmg nor hp, and the real sticker, is that the base itself, now lacks the staying ability it used to rely on to allow taskforces to do their work. Cartel still has it's artillery turrets, railguns, repair drones, and stealth. Chimera still has it's jack-of-all-trades decent hp, high dmg/utility turrets, the antey, and the ability to drop repair outposts throughout the base, not limited by build radius. US only had HP boost through an expensive upgrade. now they don't even have that.

No Koals are killed by faster and more mobile artillery. Also USA has another artillery unit that is stronger than NLOS (and NLOS costs no RE) ;)
Antey 2500 is weak and easily killed. Patriot can be put anywhere on the map with the help of 500/500 FOB and it also have good range. Good luck sniping that as easily as forward Antey :P

Who is online

Users browsing this forum: No registered users and 1 guest