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Delete the Schwerer gun from the game

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2 Jul 2020, 09:09 AM
#21
avatar of DonnieChan

Posts: 2257 | Subs: 1





Great idea, let me force myself into an off meta commander and spend 400 munitions in order to do something as basic as attack a side and cap it.


400 muni for killing 200/120 and setting me back almost 5 minutes in tech is a good trade
2 Jul 2020, 09:14 AM
#22
avatar of Baba

Posts: 600



400 muni for killing 200/120 and setting me back almost 5 minutes in tech is a good trade


but is this purposeful for either side`?
2 Jul 2020, 09:21 AM
#23
avatar of Partisanship

Posts: 260

Removing it would be rather a waste of faction flavor, but I wouldn't mind it losing the ability to attack ground units on auto-attack.

How does everyone feel about changing it to function like bofors, where it has a cooldown skill that can suppress a general area if targetted correctly.
2 Jul 2020, 09:24 AM
#24
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3



400 muni for killing 200/120 and setting me back almost 5 minutes in tech is a good trade



It’s not good whatsoever. It’s basically killing the equivalent of a Panzer IV in cost for 2 IL2 runs, all the while you’re on the back foot because you can’t cap a side’s fuel due to a fuckin TIER STRUCTURE!



Removing it would be rather a waste of faction flavor, but I wouldn't mind it losing the ability to attack ground units on auto-attack.

How does everyone feel about changing it to function like bofors, where it has a cooldown skill that can suppress a general area if targetted correctly.



Absolutely.
2 Jul 2020, 09:28 AM
#25
avatar of Katitof

Posts: 17875 | Subs: 8

Removing it would be rather a waste of faction flavor, but I wouldn't mind it losing the ability to attack ground units on auto-attack.

What faction flavor?
OKW is already 95% ost, just with trucks instead of "bunkers".
2 Jul 2020, 09:31 AM
#26
avatar of Partisanship

Posts: 260


What faction flavor?
OKW is already 95% ost, just with trucks instead of "bunkers".


Exactly! The trucks are cool. I'd like to not have it removed. So the best alternative is just change the behaviour that is annoying. I figured removing low-maintenance auto-attack would be the solution.
2 Jul 2020, 09:43 AM
#27
avatar of achpawel

Posts: 1351

A very risky suggestion in OP. The flaktruck is so interconnected with other okw's strengths and weaknesses that it might be too balance changing. Losing it, is punishing enough imo. OKW is already vry difficult to handle in 1v1.
2 Jul 2020, 10:29 AM
#28
avatar of Vipper

Posts: 13476 | Subs: 1

Doubt that Relic would agree on removing such a feature from okw.

Even if Relic agree it would do little to improve the game and they might as well remove the ability of OKW being placed out side base and adjust cost and HP to mach other base buildings.

If there is a problem in 1vs1 game that has to do with map and not the truck.
2 Jul 2020, 10:34 AM
#29
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

jump backJump back to quoted post2 Jul 2020, 10:29 AMVipper
If there is a problem in 1vs1 game that has to do with map and not the truck.


Either most 1v1 maps are radically redesigned, or the Schwerer gun is nerfed. This is a no brainer.
2 Jul 2020, 10:36 AM
#30
avatar of Vipper

Posts: 13476 | Subs: 1



Either most 1v1 maps are radically redesigned, or the Schwerer gun is nerfed. This is a no brainer.

It would be a no brainer if 1vs1 was the only mod available. It is not.
2 Jul 2020, 10:56 AM
#31
avatar of Esxile

Posts: 3596 | Subs: 1

Schwerer is a dual side issue.

Its badly design and force extra taxative micro to counter it while it doesn't require any input to use it, as you explained it.

Because of that it forbid OKW to receive the necesary buff it should have on some of their units and generate frustration playing the faction.

Shwerer and Tiger2 aren't helping the faction as a whole to be balanced.
2 Jul 2020, 11:10 AM
#32
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

jump backJump back to quoted post2 Jul 2020, 10:56 AMEsxile
Schwerer is a dual side issue.

Its badly design and force extra taxative micro to counter it while it doesn't require any input to use it, as you explained it.

Because of that it forbid OKW to receive the necesary buff it should have on some of their units and generate frustration playing the faction.

Shwerer and Tiger2 aren't helping the faction as a whole to be balanced.



Tiger 2 is an expensive unit, so it's not something cheesy in the sense that you have ways to counter it.

In contrast if OKW goes fast BGHQ and then rushes the Schwerer to their proximate cutoff and fuel, you literally have no means of countering it, save maybe royal arty UKF that can buy an AT gun and pay 100 muni for a proper barrage. Asking the Soviets to send their whole army on that side and 2 AT guns and a spotting T70 is absolutely absurd. The schwerer is cheaper than a P4 and it cannot be countered at such an early stage. It used to be fine when Luchs and Puma were meta, but now that everyone is just doing P4 rushes it's extremely cancerous.

The gun should be a separate upgrade for 250mp 10f or 300mp after panzer authorization.
2 Jul 2020, 12:01 PM
#33
avatar of Esxile

Posts: 3596 | Subs: 1




Tiger 2 is an expensive unit, so it's not something cheesy in the sense that you have ways to counter it.


Things don't need to be cheesy to make balance problems. You aim to give a certain and equal firepower availble to each faction and indeed if one unit from one faction gives a lot of that firepower (even at great cost) you'll give less of it to the rest of the faction's units. The game is balance toward the idea you can build the unit so the eventualily must be taken in account when balancing the faction as a whole.

About the schwerer, the problem is it doesn´t come with tradeoff other than where you decide to put it.
2 Jul 2020, 12:11 PM
#34
avatar of Alphrum

Posts: 808

can be hard to deal with in 1v1's but piss easy to destroy in team games. Adding pop cap could be an option and if its destroyed you dont have to re purchase it to get tanks thus, removing some of the risk factor to compensate but idk im thinking out loud.
2 Jul 2020, 12:19 PM
#35
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

can be hard to deal with in 1v1's but piss easy to destroy in team games. Adding pop cap could be an option and if its destroyed you dont have to re purchase it to get tanks thus, removing some of the risk factor to compensate but idk im thinking out loud.



Buying panzer authorization only once but nerfing the main gun hard would be a really good tradeoff. Perhaps even disable it and only have a 50muni activation for AA? That would let it be useful and non-oppressive.
2 Jul 2020, 12:45 PM
#36
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

So, you lost to a static building..

indirect fire wasn't an option..


You telling me brit simcity was never a problem?
2 Jul 2020, 15:43 PM
#37
avatar of thedarkarmadillo

Posts: 5279



He has 10 working synapses, meaning he’ll just rotate his army over. He’ll also know your army’s position and have a big infantry superiority because you’ve spent 720mp and 260mp 70f if soviets for recon T70 to deal damage to it.

Basically it forces you into a super risky early game siege that’s gonna be even more difficult next patch if the doctrinal tank buff for okw comes into play and you have to deal with an ostwind/Hetzer 30fuel earlier.
and if they have 10 units costing a minimum of 2500mp what's the rest of your army doing? Why armt you capping territory when they are swinging over to defend their schwere? The nice thing about blobs is they are only in one place. Also it was good of you to mention the soviets in this match up because those AT guns do pretty good against infantry too. 2 zis' and a t70 can absolutely push off a blob.
2 Jul 2020, 16:34 PM
#38
avatar of Lago

Posts: 3260

In contrast if OKW goes fast BGHQ and then rushes the Schwerer to their proximate cutoff and fuel, you literally have no means of countering it, save maybe royal arty UKF that can buy an AT gun and pay 100 muni for a proper barrage.


Anti-tank guns outrange it.

The SPHQ's not a very fun unit to deal with, but it's pretty straightforward to counter if you use the right tools.
2 Jul 2020, 16:47 PM
#40
avatar of LoopDloop

Posts: 3053

While i don't agree with OP, these comments just shows how little some people know about 1v1 maps and the mode.

For those who play team games only, you wouldn't realise that there are maps on which the base MG bunkers cover strat points near your base. Putting a Flak HQ just outside your base and covering your cut off is plenty safe.

It's as risky as constructing your tiers with Soviets and OH towards the exit of your base so you can reinforce from farther away.

PD: no risk at all.

Especially when you've got elevation changes helping the Flak HQ out too, like on the Langreskaya north cutoff, where you can also basically put it in your base and it covers the cutoff.
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