ISU 152 v Elephant
Posts: 3552 | Subs: 2
Posts: 1702
How to make them belong to this game?
Reduce range to 75.
Posts: 1248
both do not belong to this game.
How to make them belong to this game?
Reduce range to 75.
agreed!!!
Posts: 598
If you think that both of these guys are OP then suggest a hulldown option, not a range reduction.
Posts: 2487 | Subs: 21
Posts: 1248
Solution imo: Decrease range on both the elefant and the ISU to like 75. Give the ISU a higher scatter ratio so it has a higher chance of missing gren squads. Reduce the dmg output of an elefant so that it's equivalent to a tiger, but give it an option to lock down(like the Marder in VCoH) where it is able to deal the dmg it has done before, but be forced into place. (Takes lets say 8 seconds for it to move out of place once it's put into place at w/e time you decide you want to move it). This allows for both units to still be effective, but with limitations. Arty, multiple tanks, etc... will be able to counter it effectively if unsupported/unwatched.
Also agreed MVGame +1
Posts: 3552 | Subs: 2
I will try again later
Posts: 985 | Subs: 2
Posts: 1617
Solution imo: Decrease range on both the elefant and the ISU to like 75. Give the ISU a higher scatter ratio so it has a higher chance of missing gren squads. Reduce the dmg output of an elefant so that it's equivalent to a tiger, but give it an option to lock down(like the Marder in VCoH) where it is able to deal the dmg it has done before, but be forced into place. (Takes lets say 8 seconds for it to move out of place once it's put into place at w/e time you decide you want to move it). This allows for both units to still be effective, but with limitations. Arty, multiple tanks, etc... will be able to counter it effectively if unsupported/unwatched.
Good idea, +1
Maybe even hardcapping them at (1 tank at a time) would help too.
Posts: 471
Solution imo: Decrease range on both the elefant and the ISU to like 75. Give the ISU a higher scatter ratio so it has a higher chance of missing gren squads. Reduce the dmg output of an elefant so that it's equivalent to a tiger, but give it an option to lock down(like the Marder in VCoH) where it is able to deal the dmg it has done before, but be forced into place. (Takes lets say 8 seconds for it to move out of place once it's put into place at w/e time you decide you want to move it). This allows for both units to still be effective, but with limitations. Arty, multiple tanks, etc... will be able to counter it effectively if unsupported/unwatched.
I think this is the perfect solution. Nerf both units' range and damage hard and then give them some of that nerfed range/damage back for hull down that takes enough time to deactivate that they can be killed with flanking, arty and/or callins.
Posts: 4630 | Subs: 2
As for ISU, reduction of AI is an option. It could be a little better than IS-2.
Af for Elephant, AT power is good. Just reduce hp or armor cause properly set it cannot be flanked = cannot be destroyed.
Posts: 85
AT guns have 60 range, so a 75 range for an assault gun isnt unreasonable. There's no need to over complicate the changes and change health/accuracy/etc.
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Posts: 17914 | Subs: 8
Lol at ISU-152 is OP and Elephant is not having 22 votes. The bias is strong.
At least there is much more sane people who realize the actual situation, then one faction hypocrites.
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- ELE remove; Scope, Smoke, Weak Point Target in VET1.
- ISU remove; Focus sight in VET1.
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