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11 May 2016, 19:37 PM
#41
avatar of Der schöne Bob

Posts: 46



Then you read this incorrectly. I have attempted to include a few changes that would help bring all factions in line. The JT and the CmdPanther have too large an impact on team games.

The range nerfs to the JT just bring it in line with current units. These stats still reflect pre-Brit deployment of the unit. With the addition of snares on basic infantry units, and as Mr. Smith point out, suppression, I don't see how flanking a JT is even remotely possible in large team games. Right now if I see volks I can try to blow by them to flank, but as soon as the fausts are there I will lose all my tanks just on the approach. Fusilliers give LoS to prevent sneak attacks, and the MG will deal with guards or zook blobs.

The CmdPanther is cost effective at vet 0 right now. It comes with MT, gives LoS to itself and others, and requires no tech. It also buffs Allied units. What I want is to prevent a vet 3 CmdPanther from winning the game. What Allied team can deal with a Tiger Ace or a JT getting buffs from a vet 3 CmdPanther? Fixing the vet issue would be enough.


I get your points then. And I can agree with the range nerf to the JT and his ability. But furthermore taking away the motor upgrade plus turning it into a one time call in is too much. It´s not a tiger ace, but a specialist tank destroyer.

Slight tweaks to the Command Panther are valid I guess. Although I never had a problem with a Command Panther in 2v2 though. I guess the impact in larger teamgames is way harder.


11 May 2016, 20:20 PM
#42
avatar of Gustybreeze
Patrion 39

Posts: 64


Schwer HQ
(Gameplay and balance)
Similar to the Bofors the Schwer completely denies interesting flanking from infantry.the schwer cant manually change targets(?), prime for flanking In teamgames it can be combined with other units too quickly, completely denying whole areas of the map at no additional cost to a team. the cost is the vulnerability of losing your tech when its destroyedIndirect fire is far too vulnerable attempting to take it down because of the length of time required.its not meant to be taken down by a lone mortar
-Schwer HQ requires upgrade to use gun
IF it was to be made an upgrade, the upgrade time would have to be super fast otherwisw itll get sniped too often..

i]
11 May 2016, 20:23 PM
#43
avatar of Gustybreeze
Patrion 39

Posts: 64


On the subject of FlakHQ:
- The cost to unlock the gun should be something substantial (on the order of building a Bofors); it could also cost popcap, too!
- Replacing your T4 should come for free (maybe the cost to field a mobile truck)
- However you need to pay to reactivate the gun for each FlakHQ you deploy.
a very interesting idea.
11 May 2016, 20:58 PM
#44
avatar of Cabreza

Posts: 656



+1

These changes might not have a big impact on 1v1 but they would make 2v2 and up a much better experience.
11 May 2016, 21:19 PM
#45
avatar of Obersoldat

Posts: 393



CmdPanther
(Balance)
The CmdPanther is too strong at higher levels of vet. It is still a very attractive tank at vet 0.
-Vet bonuses removed from 3, 4, and 5
-Standard Panther bonuses applied to vet 3, 4 and 5
-MT brought in line with Soviet equivalent (35% increased damage)





For OKW to activate this abbility it needs a Command Panther and be in range with said Command Panther to activate it unlike the Soviets.


I do agree that once Command panther reach vet 3+ its gets really OP but that being said I haven't seen a vet 4+ command panther in ages.

12 May 2016, 08:25 AM
#46
avatar of Gumboot

Posts: 199

The JT to me is a complicated one. In a 4v4 i wracked up +90k damage with it alone.

By itself the tank has vulnerabilities that make it reasonable to counter, the constant stun lock and speed make it susceptible to flanking.

Where it becomes difficult is in the commander and faction it is in. The Fuss get flares which is how I wracked up 90k damage. I used flares to spot allied tanks miles away that never stood a chance.

The other thing most OKW players forget to build but is batshit OP is the InfraredHT. How that escaped the fuel increase to OKW vehicles I will never know but with it set up behind the JT you cannot be caught out and flanked.

By the end with flares and InfraHT I was able to essentially 4v1 allied armor.
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