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russian armor

Super AT Guns

28 Jun 2019, 22:14 PM
#41
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

jump backJump back to quoted post28 Jun 2019, 20:07 PMLago

A higher range, lower damage Pak 43/17 Pounder is more area denial and less "surprise! your tank died"


Yeah actually I do very much like that idea

And if parting with the "can shoot through anything" is too much they could always just keep it in the form of the ability the 17lber has, but for both guns. You get 1 super shot, for however many munitions
29 Jun 2019, 03:53 AM
#42
avatar of distrofio

Posts: 2358

Super ATGs as area denial are an excellent concept. I am quite worried about the factions that can access super ATGs, both axis factions (doctrinally) and only allied UKF as stock. On top of that its true what katitof said about simcity + super ATGs, they become annoying AF. The simpler solution to this is simply chance the "stronghold" logic of theirs and change it into a micro required skill unit.
29 Jun 2019, 08:55 AM
#43
avatar of Lago

Posts: 3260

Super ATGs as area denial are an excellent concept. I am quite worried about the factions that can access super ATGs, both axis factions (doctrinally) and only allied UKF as stock. On top of that its true what katitof said about simcity + super ATGs, they become annoying AF. The simpler solution to this is simply chance the "stronghold" logic of theirs and change it into a micro required skill unit.


With 120 range they don't need (and shouldn't have) Brace.

You can kill them the same way you kill howitzers.
1 Jul 2019, 07:24 AM
#44
avatar of Loren

Posts: 107

Brace given to both, but brace is changed to a lower damage reduction instead of like 80%. Something like 40%, a point where an IL2 bomb drop won't outright kill it, but may leave them with 20% HP.

Give scuttle to both emplacements so you can get rid of them and move them a bit without losing your resources or having them be so far back they're useless.

Pak43 loses transdimensional shells.


Totally agreed.
1 Jul 2019, 16:32 PM
#45
avatar of thedarkarmadillo

Posts: 5279

What damage are we talking for these guns? 240? 300? Less? 120 range might be excessive but perhaps trying 100 as a start...
1 Jul 2019, 16:42 PM
#46
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

What damage are we talking for these guns? 240? 300? Less? 120 range might be excessive but perhaps trying 100 as a start...


240 would be the max for me. Maybe even 200 with an munitions ability to increase damage (or with vet)

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