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russian armor

Perimeter Overwatch

17 May 2020, 19:13 PM
#21
avatar of borobadger

Posts: 184

sorry but this is L2P problem. If we talking about op offmaps then i think close the pocket is more cancerous but only on Red ball express


You can counter close the pocket though by either not letting your points get decapped in the first place or by quickly getting the recap. PO is just a one click uncounterable ability.
17 May 2020, 19:25 PM
#22
avatar of SuperHansFan

Posts: 833

It's one of those abilities like close the pocket that are broken OP on certain maps and just a waste of 200muni on others. (Mostly the maps with shot blockers and weird thin strips of sectors.)

Maybe just introduce red flares on front line sectors with units in them, and add requirement you need to spot enemy units with LoS for the shells to land in the front line sector.

Decrease muni to 180, that would promote synergy with the flare ability.

Alternative fix could be make it spawn arty shells off map with decreased damage but ability to suppress and temporary jam turrets of tanks. Like arty cover but only in capped front line sector. This would solve the building/shot blocker issue.

Some sort of redesign to a counter battery ability could also work, as Brits lack that capability with the base howitzers.

17 May 2020, 19:36 PM
#23
avatar of KoRneY

Posts: 682

It's one of those abilities like close the pocket that are broken OP on certain maps and just a waste of 200muni on others. (Mostly the maps with shot blockers and weird thin strips of sectors.)

Maybe just introduce red flares on front line sectors with units in them, and add requirement you need to spot enemy units with LoS for the shells to land in the front line sector.

Decrease muni to 180, that would promote synergy with the flare ability.

Alternative fix could be make it spawn arty shells off map with decreased damage but ability to suppress and temporary jam turrets of tanks. Like arty cover but only in capped front line sector. This would solve the building/shot blocker issue



Yeah no. Click button fuck all tanks doesn't need to come back again.
17 May 2020, 19:40 PM
#24
avatar of SuperHansFan

Posts: 833

jump backJump back to quoted post17 May 2020, 19:36 PMKoRneY


Yeah no. Click button fuck all tanks doesn't need to come back again.


Artillery cover is balanced

It would just be current version of that but not usable in enemy sectors

Obviously someone is scared allies will have another tool to temporarily push back their panther train dives.
17 May 2020, 19:41 PM
#25
avatar of Rosbone

Posts: 2100 | Subs: 2

loosing 2 sqads to a aneutralized sector this can be very frustrating

I was having the best game I ever had and lost almost no units. So Relic server decided I should not be doing this good and drove a dead plane into my healing squads...REKT. Three full health vetted Volk squads with lmgs...gone...

Enemy cost: 0 munitions

Please nerf the real problem here...Relic.
17 May 2020, 19:52 PM
#26
avatar of KoRneY

Posts: 682



Artillery cover is balanced

It would just be current version of that but not usable in enemy sectors

Obviously someone is scared allies will have another tool to temporarily push back their panther train dives.


I'm not scared of your hypothetical ideas that aren't going to happen, I promise.
17 May 2020, 20:42 PM
#27
avatar of distrofio

Posts: 2358

If sector starts getting capped/decapped, then ability won't target it anymore.

In my experience the shelling wont stop when decapping the territory. Even with smoke cover.
Maybe it was a bug or unintended mechanic.

Lategame speaking, UKF have various long range tools to deal with armor and infantry. The ability adds a lot of pressure to attacking squads and has a humongus area of effect and duration time.

Maybe its worth re evaluate its effects.
17 May 2020, 23:36 PM
#28
avatar of Rosbone

Posts: 2100 | Subs: 2

18 May 2020, 08:57 AM
#29
avatar of OrangePest

Posts: 568 | Subs: 1

Its absurdly strong, i wouldnt mind it becoming 60 second duration+making your own territory quicker to get capped for the duration to give it some risk reward or something. honestly its absurdly strong right now because there is essentially no way to counter play it.
18 May 2020, 09:09 AM
#30
avatar of Darkpiatre

Posts: 282

Reduce duration plus remove Anvil shells
18 May 2020, 10:32 AM
#31
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