My suggestion ---> coordinate with your team or play smaller game modes if elephant brummbarr combo is too rough.
This suggestion is magic, Why haven't we used it when people were complaining about Comet/Arty cover/Stuart/T70/RM 2xLMG/RM vet3 etc...
Posts: 3602 | Subs: 1
My suggestion ---> coordinate with your team or play smaller game modes if elephant brummbarr combo is too rough.
Posts: 223
Posts: 2636 | Subs: 16
First off, are we assuming 4v4s here? Are we assuming the best case scenarios for the elephant and brummbarr? Because I can think of countless maps where elephant and brummbarr are terrible.
In a head to head battle these units are unmatchable. In reality, they have many weaknesses number being poor mobility combined with a front facing turret.
In 4v4 they can seem OP because they're weaknesses can be covered by their allies. On the other hand, they're weaknesses can also be exploited by the enemy.
For example, a single player can't take out a brummbarr elephant combo on his own because if he tries to dive them he'll get taken out by the other axis players also passively defending the flanks and rear.
On the other hand, the Allies can also observe the elephant and brummbarr sitting defending one point and decide to all rush it together with one fell swoop and the elephant won't be able to retreat to safety fast enough.
Why do people never get elephant and brummbarr in 1v1s and only get elephants and brummbarr on very specific 2v2 maps? It's because the elephant is slow, cant react to the movements of the enemy and therefore requires a skinny open map with few shot blocks so that it can be easily bababay sat by the commander and his ally.
The problem here isn't the elephant or the brummbarr, it's the lack of coordination in 4v4 randoms.
My suggestion ---> coordinate with your team or play smaller game modes if elephant brummbarr combo is too rough.
Posts: 223
Posts: 747 | Subs: 2
Mines vs allied artillery... (they are better than each minesweeper)
Not worth the ammo near the frontline.
2 Posts: 194
Posts: 2636 | Subs: 16
I am all for nerfing the elephant and Jagdtiger, but we should think about giving them some utility, so they should have a reason to be built in 1vs1. Heavy Tank Destroyers should be the counter to mass allied TDs, IS2 and Churchills but not two-shoot medium Vehicles. And in this duty also be viable in a 1vs1 scenario.
I think the Barrage ability from the Jagdtiger is the right way to go, or any other utility ability. If they have more utility and are no longer super specialised in their role they can be nerfed hard. Their range should go down as well as their damage and lastly adjust the price accordingly to their new role. But I have fate in Mr.Smith and the balance team so lets hope and see.

Posts: 5
BannedPosts: 747 | Subs: 2
Firefly > JT/ELE
Tweaking a 280Fuel Slow TD's barrage ability is far from creative. The ability is useless anyway.

Posts: 5
BannedPosts: 1124
Posts: 1389 | Subs: 1
Posts: 1124
2 Posts: 194
Posts: 2636 | Subs: 16
Posts: 440

Posts: 851 | Subs: 1
First off, are we assuming 4v4s here? Are we assuming the best case scenarios for the elephant and brummbarr? Because I can think of countless maps where elephant and brummbarr are terrible.
In a head to head battle these units are unmatchable. In reality, they have many weaknesses number being poor mobility combined with a front facing turret.
In 4v4 they can seem OP because they're weaknesses can be covered by their allies. On the other hand, they're weaknesses can also be exploited by the enemy.
For example, a single player can't take out a brummbarr elephant combo on his own because if he tries to dive them he'll get taken out by the other axis players also passively defending the flanks and rear.
On the other hand, the Allies can also observe the elephant and brummbarr sitting defending one point and decide to all rush it together with one fell swoop and the elephant won't be able to retreat to safety fast enough.
Why do people never get elephant and brummbarr in 1v1s and only get elephants and brummbarr on very specific 2v2 maps? It's because the elephant is slow, cant react to the movements of the enemy and therefore requires a skinny open map with few shot blocks so that it can be easily bababay sat by the commander and his ally.
The problem here isn't the elephant or the brummbarr, it's the lack of coordination in 4v4 randoms.
My suggestion ---> coordinate with your team or play smaller game modes if elephant brummbarr combo is too rough.
Posts: 3053
First off, are we assuming 4v4s here? Are we assuming the best case scenarios for the elephant and brummbarr? Because I can think of countless maps where elephant and brummbarr are terrible.
In a head to head battle these units are unmatchable. In reality, they have many weaknesses number being poor mobility combined with a front facing turret.
In 4v4 they can seem OP because they're weaknesses can be covered by their allies. On the other hand, they're weaknesses can also be exploited by the enemy.
For example, a single player can't take out a brummbarr elephant combo on his own because if he tries to dive them he'll get taken out by the other axis players also passively defending the flanks and rear.
On the other hand, the Allies can also observe the elephant and brummbarr sitting defending one point and decide to all rush it together with one fell swoop and the elephant won't be able to retreat to safety fast enough.
Why do people never get elephant and brummbarr in 1v1s and only get elephants and brummbarr on very specific 2v2 maps? It's because the elephant is slow, cant react to the movements of the enemy and therefore requires a skinny open map with few shot blocks so that it can be easily bababay sat by the commander and his ally.
The problem here isn't the elephant or the brummbarr, it's the lack of coordination in 4v4 randoms.
My suggestion ---> coordinate with your team or play smaller game modes if elephant brummbarr combo is too rough.
Posts: 1072
2. The statement that allies should just coordinate better with their teams. It's sort of a double standard in the situation, as the axis team just has to be not idiots to defend the heavy td on their team, while the allied players have to be both competent players and pretty well coordinated to take it out. You say it yourself at one point: "because if he tries to dive them he'll get taken out by the other axis players also passively defending the flanks and rear." The axis just have to passively keep playing the game and doing their own thing, while the allies have to coordinate a large, high risk tank assault that also leaves their own territory open to attack.
Posts: 1072
This suggestion is magic, Why haven't we used it when people were complaining about Comet/Arty cover/Stuart/T70/RM 2xLMG/RM vet3 etc...
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cblanco ★
보드카 중대
VonManteuffel
Heartless Jäger