I don't actually recall seeing behavior this in the tourney when the flak ht was used in the later rounds so i don't think it is necessary in order to make the unit viable, therefore i think it should be removed feature or bug
Its got alot of firepower and if you want to save your stuff from dying you have to run right next to it (b/c its going to chase you if you run away)and mess with its min range to make it packup, pretty risky b/c if you fail you stand a high chance of losing a squad, even one at full hp. |
Yo momma so slow she makes the the Jagtiger look like a kubel with blitz
Yo momma so ugly she supresses squads just by looking at them
Yo momma so fat AND dumb when they said a sector was cutoff she responded that she was happy to lose some weight
Yo momma so bad at coh2 she lost to just 1 su76 |
Soviet 152- mabye it would be good but its virtually impossible to win w/o callin tanks
ostheer 105 - just about the worst unit in the game it does like 150 damage per shot...tanks do 160 damage per shot...if it hits it doesn't even do anything same scatter as the 152 which does 300 damage it looks like they just forgot to even look at the numbers on this unit b/c they are horrid
Priest- an ok unit b/c it can run into like 70 range and get very low scatter on the shots, However its the most expensive unit buildable by USF and its not worth that much rate of fire needs to be higher to justify the price tag its like never going to get more kills than even a scott for half the price or a sherman which is still cheaper. Good vs jagtigers/kts to be fair though
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Luchs is easy to counter just get a t34 or sherman they will stop it easily. Though people don't want to build t34s and ptrs/bazookas suck for stalling if you avoid this
I think its nice we have an effective light tank that actually is used in the game. Pls buff at weapons before looking at the luchs |
No if i can't kill a tiger with t3476s(of which i need 3 minimum which cost 36 popcap vs tigers 24) then there will still be a need to go guard motor/shock rifle.
I think the goal should be to make it more rewarding to tech as soviets for viable vehicles specifically and ostheer tech costs like a billion manpower so reduce that.
Make more doctrines viable don't just nerf doctrines b/c everybody uses them its not like soviets and ostheer win every game they just use predictible units b/c those units are the only ones you can win with.
Tying to tech solves the wrong problem imo. and mostly just nerfs soviets and to a lesser extent ostheer. |
I built a kv8 today i only had like 180 fuel when i did but i did anyways b/c my opponent built 2 flak hts i was like ok it should be good he has like no shreks too
It got 7 kills in the time it took to save for the IS2, Is2 got 10 kills in 15 seconds of action, I then switched the Kv to the 45 mm gun and it even got 3 guys in 1 hit shortly after that. The flame damage on this thing is just soooo low with no chase potential its just sad |
Really fun game good opponent crazy tank fights and micro and all that stuff
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If it just made you build buildings/tanks faster instead of adjusting resources the doctrine would probably get used to good effect. Economicly unique mechanics are the hardest to balance and ultimately end up being OP or UP.
It costs the same as an IS2 but is massively outclassed by that tank and every other in its price range deffinetely needs buffs though i would prefer just lower costs and making it more useful/consistent vs vehicles. It would be nice to get some soviet tanks that aren't either 24-26 popcap or 12-14 but somewhere in between |
I think arbitrary limits remove strategic depth from the game. Tying It to tech makes different factions suffer disproprtiately.
I think redressing the manpower tech costs for ostheer and making soviet t3/4 vehicles more viable in the lategame would be a better first step. Alot of games it can be worth it to tech but as soviets its very hard to win with t34s with 80-120 penetration vs tigers with 300 armor or kt with 425 armor panther with 320. |
If they have more than 2 units Of At as OKW they will force you off and you would have been better served going with an IS2 2 cps later unless you like kill a destroyed engine luchs or something crazy like that.
The only time its worth it is vs OKW when you can burn down the flak HQ when they have almost no at 15 minutes into the game(too much at and it won't work)
vs ostheer 2 paks will shut you down or a pak and a vehicle or even just 1 pak well placed if your lucky.
The tank scales terribly doing mediorce damage with low speed and no at, it cannot respond to threats easily around the map but lacks the armor and damage to be a real spearhead vehicle. T34s are safer b/c they can kill a luchs and can avoid freevet shrek shots from volks with range and speed. even coming earlier
Of course it is worth it if your opponent gets no at units 15 minutes into the game...like every other tank doesn't really punish them harder than any other tank though
It really needs something changed so its faster OR has more armor and damage so it can decide if its going to run around the side of the map or actually be able to tank some damage in the middle of it. Cost is not an issue really it just fufils no useful role better than the alternatives it should be a viable lategame unit in terror and anti infantry tactics somehow but its really not
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