Waffen SS II specialization bugged

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Andy2012
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Re: Waffen SS II specialization bugged

Post by Andy2012 » Thu Feb 08, 2018 8:26 am

DirkW wrote:Andy call it a threat if you want to. But fact is that the game that you stated as polished is anything like that. I follow the game since release (three years ago) and it is from my point of view that with the release of the winter war DLC (1,5 years ago)it became obvious that patching became to rare and much to late. The developers related this fact to the hindering policy of slitherine to schedule patches and now to a shortage in manpower. That slitherine hinders the applying of patches was just a sat excuse because other developers like those of Drive on Moscow fixed things in days why we wait for month on end. So Andy, maybe you can give me the winy german customer argument. Complete with fake Adolf Hitler voice, and maybe you see me anymore on this thread like you did with the user called himself Kein General?
Easy, pal. Easy.
Slitherine did not hinder anything. There is a production schedule, not a hindrance. Bugfixes were done in days and sometimes even hours for OoB as well.
And I never called you 'winy' or whiny or Adolf or anything.
KeinGeneral got banned for his threats against Slitherine employees and generally obnoxious behaviour in these forums. Dont go down that path.
This is a game and a hobby we share with friends with similar interests across the globe. Please keep this in mind and calm down. Thank you.

Shards
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Re: Waffen SS II specialization bugged

Post by Shards » Thu Feb 08, 2018 10:21 am

HI DirkW,

We've open to robust debate on things, but please don't go down the personal attack route. That is indeed the path to getting yourself banned from the forums.

As for the game itself, you'll note that this isn't a game that has sat still? Each update has added new features and new units and eventually that all starts to add up when it comes to the ease of which you can rectify issues. But I don't think you're particularly interested in low level reasoning, so I'll just say that we're continuing to support OOB, both in the form of new content and patching up arising issues. That's both from the Slitherine and Artistocrats side of things.

We're sorry if it's not quick enough for you.

Thanks,

hrafnkolbrandr
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Re: Waffen SS II specialization bugged

Post by hrafnkolbrandr » Thu Feb 08, 2018 11:59 pm

Fix the tooltip. Problem solved.

The functionality of the spec is fine. It is the text that needs to change to reflect it.

Agarwaen
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Re: Waffen SS II specialization bugged

Post by Agarwaen » Wed Feb 21, 2018 3:12 am

I was looking forward to the next patch, hoping and wishing that all the bad things would be solved. Alas, I was wrong and naive :(
Patch 5.2.9 does seem to have quite a few scenario fixes, however, the fix that I was waiting on the most didn't actually materialize.
I am talking about the Waffen SS II specialization bug.

As has been outlined in the thread above, currently the specialization does the following (a quote from Mojko):
Current effect:

+150 RPs for Waffen SS faction
+12 ground CP for Waffen SS faction
+4 RPs per turn for Waffen SS faction
-4 RPs per turn for Germany faction
After the patch 5.2.9 this is still the case. However, it seems that the devs just updated the description of the specialization. It now reads the following:
Effect:
+6 Ground CP for the Waffen SS faction
+3 RP per turn are transferred from Germany to the Waffen SS faction.

As we can see the first item was unchanged and remains wrong even now, as in fact you get +12 ground CP instead of +6.
They did change the second item, however, it incorrectly states +3 RP per turn, whereas you get +4 RP per turn that gets transferred out of the Germany faction.
Once again, the one time bonus of 150 RPs to the Waffen SS faction is totally missed.
In my honest opinion, even with the "fixes" (which was really just a text change), I don't think this specialization is worth it.
Germany + Waffen SS factions still get the same RP per turn, the increase of ground CP even with the extra 150 RPs aren't going to do too much, imho.
Bottom line: This specialization needs to be re-balanced, I don't think it's actually worth the 15 points it costs to acquire now.

I leave with an open-ended question: Is it worth it?

Horst
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Re: Waffen SS II specialization bugged

Post by Horst » Wed Feb 21, 2018 11:20 am

When I test both specs in Blitzkrieg and Panzerkrieg, I get following:
Waffen SS I: +6 CP, +2 RP/turn transfer, +100 RP, SS Wiking Inf unit (if you own Winter War DLC)
Waffen SS II: +12 CP, +4 RP/turn transfer, +150 RP

Description is a bit wrong, but I think you get plenty LCP for some RP/turn. I have never played with WSS2 so far, so no idea if it's really worth it; at least in Panzerkrieg.

CoolDTA
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Re: Waffen SS II specialization bugged

Post by CoolDTA » Thu Feb 22, 2018 6:52 pm

Agarwaen wrote:I leave with an open-ended question: Is it worth it?
I think the specialisation is worth it, because there's really nothing better to buy. Imo the problem is the same in all the DLCs: you get so many spec points in a campaign that you can get the less useful specialisations, too. In Panzerkrieg I even got the Org Todt simply because I already had almost all the others. :|

Andy2012
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Re: Waffen SS II specialization bugged

Post by Andy2012 » Fri Feb 23, 2018 5:58 am

CoolDTA wrote:
Agarwaen wrote:I leave with an open-ended question: Is it worth it?
I think the specialisation is worth it, because there's really nothing better to buy. Imo the problem is the same in all the DLCs: you get so many spec points in a campaign that you can get the less useful specialisations, too. In Panzerkrieg I even got the Org Todt simply because I already had almost all the others. :|
If you do well, you do swim in spec points. If you dont...well.
To be fair, there are also other specs worth their money, PAK front and pilot rotation are incredibly useful.
Waffen SS II however has the potential to break the balance of scenarios, so it is a tricky one indeed to implement.

CoolDTA
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Re: Waffen SS II specialization bugged

Post by CoolDTA » Fri Feb 23, 2018 6:09 pm

Andy2012 wrote:To be fair, there are also other specs worth their money, PAK front and pilot rotation are incredibly useful.
Waffen SS II however has the potential to break the balance of scenarios, so it is a tricky one indeed to implement.
True, there are many good specialisations, but like I said the problem is you get them all. It might add replay value if less spec points were awarded. Then you had to choose one set of good specs for first playthrough, perhaps another set for the second and so on.

Waffen SS II is imo okay as it is so I'd say it is well implemented.

Andy2012
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Re: Waffen SS II specialization bugged

Post by Andy2012 » Sat Feb 24, 2018 4:16 pm

CoolDTA wrote:
Andy2012 wrote:To be fair, there are also other specs worth their money, PAK front and pilot rotation are incredibly useful.
Waffen SS II however has the potential to break the balance of scenarios, so it is a tricky one indeed to implement.
True, there are many good specialisations, but like I said the problem is you get them all. It might add replay value if less spec points were awarded. Then you had to choose one set of good specs for first playthrough, perhaps another set for the second and so on.

Waffen SS II is imo okay as it is so I'd say it is well implemented.
Yes, agree. The spec system is fun, but far from perfect. Not sure about the replay value though. Burma Road used spec points sparingly and this did not entice a replay from me. (Was fun though.) If you let specs have a very drastic impact on gameplay, they may become imbalanced. So it is more of a light tweak.

CoolDTA
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Re: Waffen SS II specialization bugged

Post by CoolDTA » Sat Feb 24, 2018 5:04 pm

Andy2012 wrote:Burma Road used spec points sparingly and this did not entice a replay from me.
That's because there was enough spec points to buy the good specialisations, so too many points imo. And Advanced Aeronautics still gives nothing new in Burma Road. :( But like you said only some minor tweaking should do the trick. :)

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