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russian armor

So.... about those Heavy tanks.

17 Oct 2014, 02:12 AM
#41
avatar of spajn
Donator 11

Posts: 927

I feel Heavy tank callins would always either be just 1 for the entire game or atleast 15 minute cooldown on the callin so you can't just bank all the fuel when you callin a heavy tank and then you probably have around 200 fuel when and if it goes down, making it easy to always have atleast one if not two heavy tank on the field.
17 Oct 2014, 03:34 AM
#42
avatar of GTTV

Posts: 68

Correct me if I'm wrong, but isn't the IS2 a heavy tank? And the OKW King Tiger? Whether or not they need to be changed I think every heavy tank should be on the list for a proper poll.

The elefant is actually completely useless right now. I'm surprised people are saying it is in a 'good spot'. Is a heavy tank only in a good spot when it's so expensive and bad that no one uses it? IMO it was never OP to begin with and I disagreed with the nerfs as soon as they came through. It operated just like a SU85 except more expensive, much slower but had better stats. It is very vunerable to arty and good flanking and is useless against infantry. A well microed T34 could take it out. I played a game (back in the day when people thought they were 'OP') and buttoned it with guards, did an arty and finished it off with a single T34. I've seen another one taken out with 2 T34s.

I actually don't have much of a problem with the heavy tanks themselves. What I have a problem with is the call-in meta that makes the timing for the heavy tanks so good.
17 Oct 2014, 04:14 AM
#43
avatar of kafrion

Posts: 371

I think the problem lies on 2 pillars , the first being that heavey tanks are really effective at what they do and the second is that there are no real alternatives to use , by that i mean that heavy artillery is overpriced and underperforing with the notable exception of the b4 which sees a lot of use afaik . So i think what relic should do and that goes most for the soviets cause with them you just have the option of building just one tier to heavy tanks but ost does that as well , is make 34/85s is2s isus available only after t3 or t4 has been built , similarly for the tiger or the elephant tank make them recruitable only after t4 has been researched or t3 building has been built , along with that reduce heavy artillery price pop and make it a bit more useful ( perhaps with the exception of priest which is good although it has a high price for 1v1s and maybe even 2v2s )
17 Oct 2014, 04:28 AM
#44
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

I really don't think the Jag or elephant are too strong in any way. They are super specialists and have no impact on infantry at all and are incredibly vulnerable to well positioned tanks, I hardly think they would be seen nearly as often if ISUs weren't so incredibly strong.

ISUs on the other hand are pretty OP, They shut down all infantry play incredibly hard, A range reduction or AOE reduction are necessary.



IMO, JT is op in a way that it nullifies all allies armor in the game where late game spans so much around armor warfare. it is not like allies infantries are better than their counter part late game either.
17 Oct 2014, 04:45 AM
#45
avatar of braciszek

Posts: 2053

I would like the availability and effectiveness of static artillery to be more profound (lefh buffs at least, but i really do mean that the ability to make these artillery is more widespread in commanders or in some other way) WITH the addition of every faction to have an effective nondoctrinal counter to them, possibly in terms of airstrikes and coordinated artillery strikes (and perhaps a limit to artillery built, with the inability to target base sectors).
Air support and artillery played a massive role in WW2, and its a shame that this game does not express that very strongly.

Heavy tanks determine who wins the game, and i feel that that is much too great a factor to determine the outcome of a game.
17 Oct 2014, 14:36 PM
#46
avatar of NinjaWJ

Posts: 2070

I would like the availability and effectiveness of static artillery to be more profound (lefh buffs at least, but i really do mean that the ability to make these artillery is more widespread in commanders or in some other way) WITH the addition of every faction to have an effective nondoctrinal counter to them, possibly in terms of airstrikes and coordinated artillery strikes (and perhaps a limit to artillery built, with the inability to target base sectors).
Air support and artillery played a massive role in WW2, and its a shame that this game does not express that very strongly.

Heavy tanks determine who wins the game, and i feel that that is much too great a factor to determine the outcome of a game.


It is annoying as hell as Allies to use unreliable weapons such as bombing strikes, artillery (b4), and offmaps to counter tanks. I mean these are legitimate strategies, but for Axis, all you gotta do is just smash your way through with your heavy tanks
17 Oct 2014, 15:02 PM
#47
avatar of __deleted__

Posts: 1225

jump backJump back to quoted post17 Oct 2014, 04:28 AMpigsoup


IMO, JT is op in a way that it nullifies all allies armor in the game where late game spans so much around armor warfare. it is not like allies infantries are better than their counter part late game either.

Both JT and Ele are strong against Allied heavies, whereas against Allied mediums they are in fact quite vulnerable.
17 Oct 2014, 15:07 PM
#48
avatar of NinjaWJ

Posts: 2070


Both JT and Ele are strong against Allied heavies, whereas against Allied mediums they are in fact quite vulnerable.


Depends if you have support or not like Pak guns and schrecks. I would even argue that losing a medium as an Allied player is almost as crippling as losing a Panther, Jagd etc., since Meds are going to be your main force for parts of the game.
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