KV2 Indirect Fire Mode
									25 May 2017, 22:49 PM
				
	#21					
								
					
				
		
Posts: 1097
Just a thought. Maybe change it so that it has a manual barrage akin to a priest (but beefier with fewer shells and shorter range).
			
		
									26 May 2017, 00:10 AM
				
	#22					
								
					
				
		
 4
4			Posts: 4301 | Subs: 2
i feel it is good enough
			
		
									26 May 2017, 01:37 AM
				
	#23					
								
					
				
		
Posts: 1323 | Subs: 1
What? The KV2 is in the game?
			
		
									26 May 2017, 16:43 PM
				
	#24					
								
					
				
		
 1
1			Posts: 1276
The high CP count makes it hard to get out. The pack up time is so long its hard to gauge how long it will take to setup and teardown. If anything I guess you could remove the front end set up and decrease the pack up, its just hard to know when you are 40 mins into a 2v2-4v4 and you have other stuff to micro. 
Also this change was added when the unit first debuted when there wasn't a 1 heavy limit.
			
		Also this change was added when the unit first debuted when there wasn't a 1 heavy limit.
									26 May 2017, 16:55 PM
				
	#25					
								
					
				
		
Posts: 3053
What is this mystical kv-2 creature? Kappa
The teardown time should be removed. Period. Not like anyone ever uses it or thinks it's op anyway, except ullumullu but that doesn't count.
			
		The teardown time should be removed. Period. Not like anyone ever uses it or thinks it's op anyway, except ullumullu but that doesn't count.
									26 May 2017, 17:21 PM
				
	#26					
								
					
				
		
Posts: 13496 | Subs: 1
What is this mystical kv-2 creature? Kappa
The teardown time should be removed. Period. Not like anyone ever uses it or thinks it's op anyway, except ullumullu but that doesn't count.
Actually I used it allot since the last patch and it worked pretty good. The more annoying issue for me is minimum range. It needs to sorter or removed and/or become more player friendly with a clear indication where it starts.
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