LOL why build heavy tanks anymore?
Posts: 888
I wish the game had professional game testers do balance patches. I don't think anything pisses me off more with these patches than when they make a unit worse than it was before, and then increase it's cost at same time. Honestly that's worse than buffing a unit and decreasing it's cost because at least with the latter you're adding a unit rather than subtracting one.
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But you could pay them! And we all can enjoy the benefits!
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Posts: 17914 | Subs: 8
Literally no one will miss heavy tank meta.
They should NEVER be the end of it all option and they clearly outperformed everything, being almost the best AI vehicle while having DPM and penetration of tank destroyers, Tiger being biggest offender here.
Posts: 320
Posts: 888
Tbh from my experience they are still 100% worth the investment
I'm removing Heavy Cavalry Company from my top 3 USF commander roster for the first time since 2017 when I bought this game.
You no longer have an effective heavy tank with that commander and are left with only Rangers, call in smoke, Riflemen field defenses and Combined Arms. Rangers as an elite anti-infantry unit are pretty meh, they come late, aren't effective without their expensive Thompson upgrade, and are pretty easily countered. Paratroopers are a much better infantry unit than Rangers. However, since I will no longer be building Pershings it might be good to replace the Pershing with two sqauds of triple bazooka Ranger sqauds. That might be a effective AT solution without the punishing fuel costs that buying a Pershing would incur.
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The reduction in anti-infantry performance is fairly minor. The increase in CP requirements was painfully, obviously needed.
The Pershing will now lose a 1v1 battle with Schrek equipped Panzergrens. Before that was not possible. Pretty pathetic for a 230 fuel and now 640 MP call in heavy tank. I saw this myself yesterday, immediately rolled my eyes and clicked "Exit to Windows".
Posts: 1515
3 rifleman with double bars, captain with double bars, pershing and jackson behind them vs a massive blob of shrecks and MG42s and infrareds. Shrecks bounced 0 times on Pershing and even a full blast at mid range killed 0 models and damaged two squads among a large blob to 50% hp. Keep in mind that I was the one dug in and he was rushing in.
Heavies should be a lot of CP, lot of resources but great vs everything. That way if you manage to get it, that means you're saving fuel and risking playing vs mediums without any tank destroyers (which also slows down the CP acquirement).
I played a couple of OKW games and when I got KT, I easily pushed through with it mainly because of the massive armour.
The call in heavies need further rework. Haven't played Tiger or Churchill but I can say that Pershing is pretty useless right now and KT, even though it's no longer an infantry wiper, the armour and HP are more than enough to soak up some dmg to help with the pushes.
My points: The nerfs hit some heavies harder than others, even though they were all "in line with"
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The dev team don't understand you can nerf things while still keeping the fun in the game. Now heavies are like a medium tank with big health pool... wow thats so fun.
Posts: 8154 | Subs: 2
They should have increase CP and increased the cooldown and NERF the ACCELERATION of Heavy tanks. That way they would still be fun to use, everyone loves controlling something powerful but since they would be so slow they would be killed if overextended which also feels fun for the player pulling of killing a overexteneded Heavy tank.
The dev team don't understand you can nerf things while still keeping the fun in the game. Now heavies are like a medium tank with big health pool... wow thats so fun.
So basically a KT.
Posts: 833
They should have increase CP and increased the cooldown and NERF the ACCELERATION of Heavy tanks. That way they would still be fun to use, everyone loves controlling something powerful but since they would be so slow they would be killed if overextended which also feels fun for the player pulling of killing a overexteneded Heavy tank.
The dev team don't understand you can nerf things while still keeping the fun in the game. Now heavies are like a medium tank with big health pool... wow thats so fun.
I proposed this before the patch. If you watch a lot of the games people complained about tiger or pershing it was due to them having great two shot potential and being able to zoom around the map.
If they weren't so darn mobile (in turret rotation and movement) they wouldn't be half the problem they were at the timing.
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Posts: 17914 | Subs: 8
Can I get a reply on the status of the KT in the eyes of the balance team? Needs buff/nerf/is fine? As it stands, it's not exactly very useful except for being target practice or a glorified bunker.
It got plenty of buffs recently and is in perfect spot given nerf to all other heavies.
If you still fail with it, stop trying to attack masses of tank destroyers with slow tank, because it excels in every other scenario.
Posts: 4183 | Subs: 4
It got plenty of buffs recently and is in perfect spot given nerf to all other heavies.
If you still fail with it, stop trying to attack masses of tank destroyers with slow tank, because it excels in every other scenario.
So in the dumpster with all other heavies?
Posts: 17914 | Subs: 8
So in the dumpster with all other heavies?
Sure, whatever floats your boat.
Heavy tanks roflstomp all non TD vehicles like they were nothing, no need to do the same for infantry and GT is hands down THE best tank for armor engagements, unless for some reason its your go-to vehicle to chase mobile TDs.
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