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Would Tech Heavies Be Game Breaking?

Would Heavy Tanks be a balance issue if they were tied to tech, but not capped at 1?
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Total votes: 15
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25 Jan 2019, 10:55 AM
#1
avatar of Lago

Posts: 3260

This came up in the Comet thread and I'm curious as to what people think here.

Is limiting heavy tanks to 1 a fundamental balance necessity, or is it just to balance them being call-ins?

Say you tied all the heavy tanks to tech. You have to tech up to unlock them like the KV-1 or King Tiger, but once you do, you can build as many as you can afford the resource and popcap cost for.

Would that break the game, or would the resource and popcap costs balance it out?
25 Jan 2019, 11:11 AM
#2
avatar of ElSlayer

Posts: 1605 | Subs: 1

I wouldn't want more than one of any heavy tank that is present currently in the game anyway. If your opponent had resources to field two heavy tanks simultaneously and you've failed to counter them, it means that you've lost this game long ago and not because of double heavies.

So, in my opinion is capping heavies is unnecessary whether they tied to tech or not.
25 Jan 2019, 11:49 AM
#3
avatar of Stug life

Posts: 4474

25 Jan 2019, 12:11 PM
#4
avatar of Lago

Posts: 3260

hoo the old 5 tiger meta
https://www.youtube.com/watch?v=2HLTGMDmHsw


Four Tigers nowadays would require 92 popcap.
25 Jan 2019, 12:42 PM
#5
avatar of Vipper

Posts: 13476 | Subs: 1

Depends on the Super heavier, 2 Tiger is different than 2 ISU-152 or 2 KV-2
25 Jan 2019, 13:15 PM
#6
avatar of Onimusha

Posts: 149

The limited heavyes are only tanks with good ai and at capability, kt , tiger and is2 are a no brainer choice cause they are strong all around tanks. When you go for kv-1 , well, you know the downside of your move, but when you call in big heavyes, no downside. :D
25 Jan 2019, 13:39 PM
#7
avatar of ElSlayer

Posts: 1605 | Subs: 1

The limited heavyes are only tanks with good ai and at capability, kt , tiger and is2 are a no brainer choice cause they are strong all around tanks. When you go for kv-1 , well, you know the downside of your move, but when you call in big heavyes, no downside. :D

There is downside.

You have ~50% of your popcap in heavy tanks and fair amount in repair squads.
2 TDs will counter that for much less investment.
You won't have sufficient infantry force to hold VPs.

I think game will balance it out by itself, no need to artificially limit player's army composition.
25 Jan 2019, 13:47 PM
#8
avatar of Onimusha

Posts: 149



I think game will balance it out by itself, no need to limit player army composition artificially.


I don't think so.
25 Jan 2019, 13:50 PM
#9
avatar of Vipper

Posts: 13476 | Subs: 1

The effect will completely different across the modes since Super heavies will arrive allot earlier and they will be numerous.

3vs3 4vs4 games will turn into super heavy fest, while 1vs1 you will probably not see these unit so much.
25 Jan 2019, 14:14 PM
#10
avatar of BeastHunter

Posts: 186

Multiple Elefants, ISU152 or KV-2 maybe Pershing or even KTs might be problematic in team games. I think it could work with IS2 or the Tiger 1 but it would still be problematic, if they would arrive earlier then 13 CPs as you will get into troubles countering them if you didn't get a tank destroyer early enough, thus making it into a hit or miss strategy of either the TD or the heavy tank overperforming.
25 Jan 2019, 15:42 PM
#11
avatar of thedarkarmadillo

Posts: 5279

I say no. Don't break what's currently working. Plus if heavies are limited they can afford to be powerful, if they are unrestricted they then need to be balanced accordingly
25 Jan 2019, 16:12 PM
#12
avatar of The_Flying_Flail

Posts: 53

I remember relic wanted to do something like this. If you didn't have the correct tech structure the heavy tank call-in would cost more than if you had the appropriate structure. This would prevent heavy tanks from coming out earlier. This would greatly help with 4v4 & 3v3 heavy tank spam 8-12min into the game
25 Jan 2019, 17:01 PM
#13
avatar of Lago

Posts: 3260

The call-in premium was very divisive, largely because the UI didn't support it properly: it was even more information the player would have to look up online all the time. The feedback was so 'mixed' that Relic abandoned the patch.
25 Jan 2019, 17:05 PM
#14
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post25 Jan 2019, 17:01 PMLago
The call-in premium was very divisive, largely because the UI didn't support it properly: it was even more information the player would have to look up online all the time. The feedback was so 'mixed' that Relic abandoned the patch.


Actually the solution is probably simple. The unit can be built from the structure at normal price or be "called in" with a premium.
25 Jan 2019, 17:20 PM
#15
avatar of Lago

Posts: 3260

jump backJump back to quoted post25 Jan 2019, 17:05 PMVipper
Actually the solution is probably simple. The unit can be built from the structure at normal price or be "called in" with a premium.


While that's better than the call-in price changing during the game, I still don't like it. It just seems... unpolished.
25 Jan 2019, 18:35 PM
#16
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post25 Jan 2019, 13:50 PMVipper
The effect will completely different across the modes since Super heavies will arrive allot earlier and they will be numerous.

3vs3 4vs4 games will turn into super heavy fest, while 1vs1 you will probably not see these unit so much.


Basically this.
25 Jan 2019, 20:24 PM
#17
avatar of EtherealDragon

Posts: 1890 | Subs: 1

From a 1v1 perspective I think Heavies are mostly used for their ability to call-in while stalling with AT Guns and Lower tiers due to a rough early/mid game so this change would likely remove them laregly from that mode. In other modes I think pop-cap would likely limit you from getting multiple heavies but I guess highly coordinated teams might be able to make it work. I also think 2 Pershings would be pretty OP lol
25 Jan 2019, 22:06 PM
#18
avatar of DonnieChan

Posts: 2260 | Subs: 1

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