Two of personality traits of the USF faction is mobility and repair crews. If the WC51 needed a nerf, I do not think its overall role & design should be nerfed.
I think a .50 cal nerf or making it more expensive would've been better than removing repair crews. When you remove repair crews, it doesn't feel like a USF unit and ruins the flow of USF. This opinion is shared by TwistedTootsy too; I was talking to him the other day about the WC51 vehicle crew nerf.
Yes, WC51 deserved a nerf, but it was nerfed in an incorrect way that did not preserve its design. Instead you want to either make it more expensive, give it a 1CP requirement, or make the .50 cal weaker (range has already been reduced).
You can think of a lot of alternative nerfs that does not ruin its design.
Here are thing that should NOT be touched:
* Speed
* Vehicle crews
* Early game unit
Here are things that should be touched:
* DPS
* Reload time
* HP
* Armor
* Cost
Give Back WC51 Its Repair Crews - Design Flaw
12 Mar 2021, 15:31 PM
#1
![avatar of NorthWeapon](/uploads/avatar/8164.jpg?updated=1450632173)
![Donator 1](/images/badges/crowdfunding/donator_1.png)
Posts: 615
12 Mar 2021, 15:33 PM
#2
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
Priest/Calliope and Pershing also do not have crews.
Removing the crew from WC-51 was a good change for a number of reasons.
Removing the crew from WC-51 was a good change for a number of reasons.
12 Mar 2021, 15:35 PM
#3
![avatar of NorthWeapon](/uploads/avatar/8164.jpg?updated=1450632173)
![Donator 1](/images/badges/crowdfunding/donator_1.png)
Posts: 615
Priest/Calliope and Pershing also do not have crews.
Removing the crew from WC-51 was a good change for a number of reasons.
They are all incorrect design decisions. Those 3 units were bandaided to prevent exploiting first of all. Relic could've taken care of this better if they coded a feature that prevented this exploit but still kept vehicle crews.
The WC-51 is in a different category. Its not an exploitable unit with vehicle crews, so bringing those 3 units is not a good argument.
Also you have not said anything about what I said regarding mobility and USF design.
12 Mar 2021, 16:10 PM
#4
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
They are all incorrect design decisions. Those 3 units were bandaided to prevent exploiting first of all. Relic could've taken care of this better if they coded a feature that prevented this exploit but still kept vehicle crews.
The WC-51 is in a different category. Its not an exploitable unit with vehicle crews, so bringing those 3 units is not a good argument.
Also you have not said anything about what I said regarding mobility and USF design.
I am simply pointing that coming with crew is not unique.
As exploitable the crew was exploitable, facing WC-51 with Assault section as passengers was not fun at all.
In addition the price of package "vehicle/Crew" was too low and unit could repair way to fast even when fausted.
The change was good.
13 Mar 2021, 01:09 AM
#5
![avatar of thedarkarmadillo](/images/avatars/uberkubel.png?updated=1414778283)
Posts: 5279
Pershing wasn't band aided to not have a crew, it wasnt released without that restriction and iirc it was the first unit to ha e that restriction. Some units can't be banced with certain traits. Unfortunately a faction that can self heal/ reduce pop cap can't be balanced with all units doing so.
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