1v1 map issue with Schwerer main gun range
Posts: 3588 | Subs: 3
My proposal for a solution to this issue is a reduction of the T4 building’s gun range from 50ish to 40m, reducing its zone of control and allowing harrassment of either fuel or cutoff or both,
Posts: 783
Honestly I'm bothered more by maps like regular Crossroads or langreskaya where you can put the scherer practically inside the base yet covering the cutoff.
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Posts: 3423 | Subs: 1
Same goes for brit base howies, you could even move some of the tech cost to the flak gun/howies since you're getting less for your buck
If it's too big of a change so be it, but imo it's fair and it only gives more flexibility to the player
Posts: 808
Can anyone who's opposed to schwerer changes explain to me what would be the problem with it having a popcost? And making the gun optional?
Same goes for brit base howies, you could even move some of the tech cost to the flak gun/howies since you're getting less for your buck
If it's too big of a change so be it, but imo it's fair and it only gives more flexibility to the player
because out of all the factions, OKW struggles the most for popcap. And if it does get pop capped, its guna need buffs such as being able to manually target and attack ground. if u add only pop cap and nothing else then the risks will far outweigh the reward.
Posts: 3423 | Subs: 1
because out of all the factions, OKW struggles the most for popcap. And if it does get pop capped, its guna need buffs such as being able to manually target and attack ground. if u add only pop cap and nothing else then the risks will far outweigh the reward.
I already think it should be able to manually target/ag. This just further shows how much of an outlier the flak hq is. Uniqueness is one thing but its outside of multiple basic features of on-map units
I said optional for that exact reason too. If you want the popcap for something else, then don't get the gun and pop the structure in your base. You'll save on say 10-15 fuel, your structure won't be at risk, and no effect on your pop. I think moving some of the cost to gun is a small buff
Posts: 379 | Subs: 1
Posts: 783
Not that I give much stock to 3v3 and 4v4, but if it's fine in 3 out of the 4 game modes, it would be unwise to change it because its annoying on some 1v1 maps.
I agree with the sentiment, though the fact it's not "OP" in 3 games modes doesnt mean its well balanced overall.
I don't think it's too strong but I wouldnt say no to some minor tweaks like reducing the aoe or suppression if the general consensus is that in specific situations it offers too much utility.
Posts: 1351
Posts: 5279
Can anyone who's opposed to schwerer changes explain to me what would be the problem with it having a popcost? And making the gun optional?
Same goes for brit base howies, you could even move some of the tech cost to the flak gun/howies since you're getting less for your buck
If it's too big of a change so be it, but imo it's fair and it only gives more flexibility to the player
For ukf base howis you already need to pay to use them. They are "free" but do nothing without extra costs.
Having a bit of faction diversity and flavor included in teching isn't an issue imo. Frankly I don't think the schwere is an issue either. I find more issue in the flame mades/ smare/ stgs that okw gets for free that they were NOT designed with in mind than their te h structure being able to defend itself if it's placed in a risky location. It functioning well when not in a risky situation is more issue with map design.
Posts: 682
Can anyone who's opposed to schwerer changes explain to me what would be the problem with it having a popcost? And making the gun optional?
Same goes for brit base howies, you could even move some of the tech cost to the flak gun/howies since you're getting less for your buck
If it's too big of a change so be it, but imo it's fair and it only gives more flexibility to the player
It wouldn't be an optional thing anymore. Players can already crush one if they want to and if it's more expensive it'll just vanish for the sake of a few 1v1 maps. I haven't seen anything to counter balance the nerf. Cheaper flak trak? Faster mg34 setup / teardown? Just a bunch of proposals to make life harder for okw players and nothing to make up for it.
Posts: 17914 | Subs: 8
Can anyone who's opposed to schwerer changes explain to me what would be the problem with it having a popcost? And making the gun optional?
Same goes for brit base howies, you could even move some of the tech cost to the flak gun/howies since you're getting less for your buck
If it's too big of a change so be it, but imo it's fair and it only gives more flexibility to the player
Funny you mention brit howis, because every single time you want them to shoot, you need to pay for it with muni.
Posts: 783
Funny you mention brit howis, because every single time you want them to shoot, you need to pay for it with muni.
I dont think OKW players would complain if you gave the schwer a munition based LOS ignoring unlimited range in exchange for removing autofire.
Posts: 13496 | Subs: 1
As for UKF base howitzer that have little to do with map or schwerer the they can not be destroyed,even when they do one can simply repair them.
Posts: 3423 | Subs: 1
It wouldn't be an optional thing anymore.
It's not optional now. My change allows you to save some resources. If it's such a crucial feature of OKW then plenty of players will still choose to use it
.I haven't seen anything to counter balance the nerf.
I've already said to give it manual targeting/attack ground and for the tech to be cheaper without the gun
Funny you mention brit howis, because every single time you want them to shoot, you need to pay for it with muni.
You spend the muni because they aren't popcap units. They are limited in the same way off-maps are, which also don't have pop. That would change if they were given pop
This thread is about map and not schwerer balance. So let try to keep it on maps.
I think it's pretty clearly about both. I just have a different solution than storm does. I also think I made a pretty good case in the last thread that it's way more than a map issue. Given how many maps have been removed/redesigned since WFA arrived on the scene
As for UKF base howitzer that have little to do with map or schwerer the they can not be destroyed,even when they do one can simply repair them.
I literally only brought them up because biased trolls immediately descend upon anyone who doesn't suggest parallel nerfs to other factions similar units/bonuses. I'm certain you can at least appreciate that struggle, even if you disagree with me
Posts: 40
And/or require it to be placed further forwards.
Posts: 40
Until that time it pretty much poses a simular problem where it can cover much of the backline and disallows allies to extend an advantage.
Whereas axis can pretty much dive all the way into base if the lead is there.
Posts: 682
It's not optional now. My change allows you to save some resources. If it's such a crucial feature of OKW then plenty of players will still choose to use it
Pardon, I meant outside of your base. I didn't catch any cost reduction if you mentioned it, sorry.
Posts: 5279
Even an "on/off" mode that drains muni like old soviet repair did for the schwere would be OK (under used mechanic imo) would make it more balanced and on point with the okw design
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