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russian armor

Flak Emplacements...

27 Dec 2015, 09:05 AM
#21
avatar of nodickwilliams

Posts: 230

Permanently Banned
Unable to decrew, fixed.
\
nah, still worthless. No one will ever build.
27 Dec 2015, 10:37 AM
#22
avatar of Australian Magic

Posts: 4630 | Subs: 2

\
nah, still worthless. No one will ever build.


No one will ever build 360 suppression bunker?

27 Dec 2015, 14:39 PM
#23
avatar of __deleted__

Posts: 4314 | Subs: 7



No one will ever build 360 suppression bunker?



kigtiger is better as bunker :brad:
28 Dec 2015, 05:28 AM
#24
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

So, eather unable to decrew, or ability to defend itself. Otherwise this unit might as well be removed from the game.
28 Dec 2015, 06:53 AM
#25
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470



No one will ever build 360 suppression bunker?



not when it shoots the ground 90% of the time.
10 Jan 2016, 23:48 PM
#26
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

11 Jan 2016, 04:47 AM
#27
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Flak bunker, the 45mm at gun of the emplacements.
11 Jan 2016, 06:40 AM
#28
avatar of poop

Posts: 174

Unable to decrew, fixed.


Yeh, this.
11 Jan 2016, 07:09 AM
#29
avatar of Highfiveeeee

Posts: 1740


Flak shoots at ground, which is surprisingly not effective.
Flak derps and gets de-crewed.
The infantry man the flak, and use it against you.


That's honestly a +1 for the okw player.
It's like killing 2 of the enemy men :snfPeter:
11 Jan 2016, 07:41 AM
#30
avatar of Kozokus

Posts: 301

Hello.

Kinda agree with the "unable to decrew" and/or + 1-2 members. I am far more afraid of a USF emplacement than this one.
Hard to return the investment.

Kozo.
12 Jan 2016, 23:15 PM
#31
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Le double bump :foreveralone:

Relic, please :help:.
14 Jan 2016, 06:40 AM
#32
avatar of Serrith

Posts: 783

I have no issues with the flak being buffed.... But the OP is kind of obnoxious...
14 Jan 2016, 06:46 AM
#33
avatar of ashxu

Posts: 124

Yes let's make OKW even better
14 Jan 2016, 07:18 AM
#34
avatar of MoerserKarL
Donator 22

Posts: 1108

As Australian Magic said: unable to decrew = fixed. Maybe we will see some adjustments ( I guess not :snfPeter: )
14 Jan 2016, 07:20 AM
#35
avatar of Waegukin

Posts: 609

jump backJump back to quoted post14 Jan 2016, 06:46 AMashxu
Yes let's make OKW even better

Its irrelevant, all units in the game should be useful.
14 Jan 2016, 07:32 AM
#36
avatar of JohnnyB

Posts: 2396 | Subs: 1

As Australian Magic said: unable to decrew = fixed.


But it also need the capacity to kill something....
14 Jan 2016, 07:36 AM
#37
avatar of MoerserKarL
Donator 22

Posts: 1108

jump backJump back to quoted post14 Jan 2016, 07:32 AMJohnnyB


But it also need the capacity to kill something....


i have no idea about the capacity to kill something :D I build the last one, four or five month ago and never faced one in the automatch again :sibHyena:
14 Jan 2016, 09:57 AM
#38
avatar of Plaguer

Posts: 498

This thing gets decrewed by a breeze and sometimes you're able to walk up to one through red cover and molotov it with cons :guyokay: needs a bit more suppression and a stronger crew
14 Jan 2016, 10:03 AM
#39
avatar of Katitof

Posts: 17895 | Subs: 8

jump backJump back to quoted post14 Jan 2016, 06:46 AMashxu
Yes let's make OKW even better

Overall army balance is irrelevant when singular units underperform.

All units should be viable choices, not always optimal, not always go-to option, but not useless to the point you wish you could travel back in time just to stop yourself from getting one.

Flak, M-42, greyhound, penals, vickers UC all suffer this fate.

In this particular case, scrap fuel cost or take away AoE, leave suppression and make it rely on accuracy instead of AoE and scatter to hit, this is the only way for such unit that does have gun on the ground level to hit anything when the ground isn't flat.
14 Jan 2016, 13:17 PM
#40
avatar of DakkaIsMagic

Posts: 403

Scrap the fuel cost, left alone it can be a speed bump.
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