Nerf spec ops flares
Posts: 1273
Posts: 3114 | Subs: 2
Giving it to infantry units would be the best fix I think. Otherwise plane pass or loiter. Or the recon-smoke pass that OKW has on another commander
Posts: 321
Would probs be simpler to implement for the mod team.
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getting flared is just annoying, more then it is overpowered. This includes the British one too, they both need to be reworked/replaced.
+1 to this. Both of them are dumb abilities
Turn them into recon loiters and call it a day
Posts: 2243
+1 to this. Both of them are dumb abilities
Turn them into recon loiters and call it a day
Than allies anti air needs to be nerfes hard since they Nullified planes from axis.
Posts: 5279
Than allies anti air needs to be nerfes hard since they Nullified planes from axis.
that needs fixed regardless, and even if it doesnt (which it sould) flares need fixed. one thing overperforming doesnt excuse another. one could make a claim saying sov AA should stay the same as long as flares remain uncounterable and then we wont get anywhere.the goal should be the best balance, not quid pro quo balance.
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And others have said, it's not fixing one OR the other. It's about fixing everything.
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Than allies anti air needs to be nerfes hard since they Nullified planes from axis.
Care to actually specify what you're talking about? Which AA is OP, the quad? That's how good a mostly dedicated AA unit should be
If you think axis AA isn't good enough, make a thread. You most be talking about Ost cause OKW gets good AA gun every time they get their final tech, and the flak HT is plenty good enough too
But Ost has pintles on every tank, the 222 isn't bad at AA, and the Ostwind is good if you have one. I really don't know what you're talking about
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Posts: 3053
Quad is simply op it can down 2 loiter before the fire a single shot. If all AA weapon are buffed at that level loiter planes will simply become obsolete.
Good, loiter planes take 0 effort to use and shouldn't take that much effort to counter. Air and AA is IMO pretty poorly implemented in this game but that's what we have to work with.
Posts: 3423 | Subs: 1
Good, loiter planes take 0 effort to use and shouldn't take that much effort to counter. Air and AA is IMO pretty poorly implemented in this game but that's what we have to work with.
Yup pretty much this. Idk why anyone should have to expend much effort to counter air abilities in their current implementation
They don't count towards your pop, they do all the work for you, and in long team matches the cost can stop being prohibitive. Keeping my AA unit in range should be plenty to knock out those absurd abilities
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Posts: 13496 | Subs: 1
You think so?
I know so.
I believe I quoted post of some scrub crying about quad potency...
And here we go again, proving yourself unable to post without insulting someone.
If in you opinion Quad is perfect spot you should argue your point with Sander93 who in his balance changes writes:
M5 Halftrack
....The AA power is being reduced to become more in line with other similar units.
....
Quad upgrade AA power reduced (values to be determined later)
I have little time to argue with trolls.
and claiming effective counter would completely remove the option for player to use the plane ability, despite last 2v2 torunament showing otherwise and pointed out counterplay to AA that actually does the job if you don't want to see your planes shot down.
A nice (false) theory you can use in your debate with Sander93
Posts: 13496 | Subs: 1
Good, loiter planes take 0 effort to use and shouldn't take that much effort to counter. Air and AA is IMO pretty poorly implemented in this game but that's what we have to work with.
Loiter planes do cost a allot munition and my point is that quad is OP in AA role a opinion that is shared by members of the balance team.
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