Brummbar change
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Permanently BannedPosts: 1794
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Ability now available from Vet 0 less damage to soft target more damage to structures
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Hell no
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That would also make the Brummbar competent at anti tank.
Hell no
? read more carefully
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Suggestion to change the Brummbar. Increase fuel to 170 and increase shell speed to something that resembles the speed closer to KV2's speed.
So......
? read more carefully
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I think my brumbar bounces shells more often then my tiger or panther but that might just be my RNG.
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Redesign the "Bunker Busting Barrage"
Ability now available from Vet 0 less damage to soft target more damage to structures
That would be a huge nerf.
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That would be a huge nerf.
It would on other hand removed the power spike Brumbat has at vet 1, add utility similar to AVRE and ST and actually make the ability perform according to its name. As an added bonus it will be closer to real life design/performance.
Then one could make any adjustments need for the performance of the unit in Vet 0 that are currently not justifying the cost.
Currently the only thing Brumbar has going for it is the "Bunker Busting Barrage" which was also nerfed.
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Currently the only thing Brumbar has going for it is the "Bunker Busting Barrage" which was also nerfed.
And even the nerfed (only arguably though, because the AOE was increased massively just before) version is still fantastic against blobs and teamweapons (especially ATGs) and even occasionally against vehicles. Nerfing that into something that'd only work well against the occasional fighting position or emplacement would be a huge nerf to its peak performance, which mostly comes from well placed devastating barrages. And its vet 0 performance is already very good in the hands of someone who can micro it well (using attack ground), which is exactly the reason we're reluctant to directly buff it.
One thing we could do is to slightly lower its veterancy requirements so the barrage (as well as the armor bonus) become more readily available. It does have rather high requirements compared to similar AI vehicles (45-64% higher than the M8 Scott, Sturmtiger and Hetzer).
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...
That simply mean the unit is balanced around micro and a power spike at vet 1.
Both characteristics should be removed because they are bad design options.
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i will agree your suggestion
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That simply mean the unit is balanced around micro and a power spike at vet 1.
Both characteristics should be removed because they are bad design options.
how's the former ever a bad thing though?
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Posts: 13496 | Subs: 1
how's the former ever a bad thing though?
Having to manual aim shots to make the unit useful is unnecessary micro tax to player in an RTS, the game should help the player control his units no hinder them.
I could be acceptable if it was consistent across all unit but it not.
It would be good desing for a game where a player is controlling a single unit.
Having to gain vet 1 with late, expensive high XP unit in order to become cost efficient is bad design. People on the receiving end of the ability complain about the the unit performance (although it the barrage and not the unit) and people trying to use the unit complain about the performance before gaining vet 1.
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Permanently BannedThat would also make the Brummbar competent at anti tank.Even a T34 can bounce the shells a decent number of times. The penetration was already nerfed. Meanwhile nobody says anything about KV2 having basically 100% deflection damage so basically it'll do full damage to even the superheavies every shot.
Hell no
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Meanwhile nobody says anything about KV2 having basically 100% deflection damage
50% is basically 100%?
KV-2
[…]
- Deflection damage to 50%
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Even a T34 can bounce the shells a decent number of times. The penetration was already nerfed. Meanwhile nobody says anything about KV2 having basically 100% deflection damage so basically it'll do full damage to even the superheavies every shot.
Well that a inaccurate KV-2 does 120 damage on deflection which is half the normal.
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