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russian armor

KV-8 Post-WFA

16 Dec 2014, 10:07 AM
#41
avatar of Unshavenbackman

Posts: 680

KV8 is fine I think.

You have to be careful now to not overextend it, but if it is in the correct position at the right time it can really push Axis around. KV8 just needs a lot more vision support than it used to, which is a good thing.


How do you mean, push around? It isnt great at pushing. I tried to push with it but its so slow that the shrecks will take it down before it can push. This whole thread has been a complete failure as I havent got any advice yet how to use this unit.
16 Dec 2014, 13:03 PM
#42
avatar of akula

Posts: 589

it does need SOMETHING but I can't put my finger on what exactly..
16 Dec 2014, 13:24 PM
#43
avatar of Strummingbird
Honorary Member Badge

Posts: 952 | Subs: 1

Why not increase the width of the flame instead of damage, so it doesn't vaporize lone squads on retreat or burn down a base/truck in seconds like the old KV8 while making it a proper counter to blobbed squads?

16 Dec 2014, 13:36 PM
#44
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

In terms of tips on how to use the kv8, I find that it works well if you barage the blob with a katyusha to cause them to move around, them move the kv-8 up to start toasting germans. It is also effective in an ambush, as it can fire from around a hedge to melt germans. The hard part is getting it close enough to do damage, but once you get it close, it does its job well. I am pretty sad that this expensive anti-infantry specialist can't assault blobs well. :{
16 Dec 2014, 17:37 PM
#45
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Why not increase the width of the flame instead of damage, so it doesn't vaporize lone squads on retreat or burn down a base/truck in seconds like the old KV8 while making it a proper counter to blobbed squads?



I'll add that a vet ability according to the tank, wouldn't be bad at all.
16 Dec 2014, 18:05 PM
#46
avatar of NinjaWJ

Posts: 2070



I'll add that a vet ability according to the tank, wouldn't be bad at all.


capture point? :D :D :D
16 Dec 2014, 18:37 PM
#47
avatar of Enkidu

Posts: 351

I faced a kv-8 in a game last night as okw. It chased off one of my mgs, got fausted by falls and then died to 2 volks with shreks while only killing three total volks models. I felt kind of bad for it.
16 Dec 2014, 20:02 PM
#48
avatar of WingZero

Posts: 1484

jump backJump back to quoted post16 Dec 2014, 18:37 PMEnkidu
I faced a kv-8 in a game last night as okw. It chased off one of my mgs, got fausted by falls and then died to 2 volks with shreks while only killing three total volks models. I felt kind of bad for it.


Hence, why the KV-8 need that armor(damage) buff. I skip the tank all together and build Kats against OKW.
16 Dec 2014, 21:27 PM
#49
avatar of What Doth Life?!
Patrion 27

Posts: 1664

jump backJump back to quoted post16 Dec 2014, 18:37 PMEnkidu
I faced a kv-8 in a game last night as okw. It chased off one of my mgs, got fausted by falls and then died to 2 volks with shreks while only killing three total volks models. I felt kind of bad for it.


while I would like to see the KV-8 get a small health and/or armor buff I think this is more of a testament to OKW (volks and Obers) being imbalanced than it is to the KV-8 performance. It can single-handedly destroy set up okw trucks.
17 Dec 2014, 03:00 AM
#50
avatar of Enkidu

Posts: 351



while I would like to see the KV-8 get a small health and/or armor buff I think this is more of a testament to OKW (volks and Obers) being imbalanced than it is to the KV-8 performance. It can single-handedly destroy set up okw trucks.


Yeah, I'd have to agree. I won that game by a lot despite being down early mostly due to my pair of obers having about 70 kills in a 20 min game. My opponent couldn't properly support his kv-8 with infantry because his cons and shocks were just being completely shredded. I'm not sure how anyone can think obers are really balanced atm.
17 Dec 2014, 03:13 AM
#51
avatar of Hon3ynuts

Posts: 818

I built a kv8 today i only had like 180 fuel when i did but i did anyways b/c my opponent built 2 flak hts i was like ok it should be good he has like no shreks too

It got 7 kills in the time it took to save for the IS2, Is2 got 10 kills in 15 seconds of action, I then switched the Kv to the 45 mm gun and it even got 3 guys in 1 hit shortly after that. The flame damage on this thing is just soooo low with no chase potential its just sad
17 Dec 2014, 04:01 AM
#52
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

Why not increase the width of the flame instead of damage, so it doesn't vaporize lone squads on retreat or burn down a base/truck in seconds like the old KV8 while making it a proper counter to blobbed squads?



exactly, increase the aoe. it could be given more range too (tank mounted flamers actually had tremendous range at high pressure), or increased armour as well.
17 Dec 2014, 07:35 AM
#53
avatar of NinjaWJ

Posts: 2070

having a super wide aoe flamer doesn't seem too realistic. I think it would be best if it had more range, damage, and/or health/armor
17 Dec 2014, 07:52 AM
#54
avatar of Alexzandvar

Posts: 4951 | Subs: 1

I agree that the KV-8 should have much higher range, now I know this game doesn't work based on reality, but better range would go a long way to dealing with kiting volks blobs.
17 Dec 2014, 08:32 AM
#55
avatar of RMMLz

Posts: 1802 | Subs: 1

jump backJump back to quoted post14 Dec 2014, 13:44 PMNEVEC


Two panzershreks solo KV-8, also panter can take care about KV-8 easily, so pls.


That's exactly what I said wasn't it? Against not blobbing players, it easily takes care of weapon teams. Do you actually expect it to counter a panther ? pls.
17 Dec 2014, 08:41 AM
#56
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

jump backJump back to quoted post17 Dec 2014, 07:35 AMNinjaWJ
having a super wide aoe flamer doesn't seem too realistic. I think it would be best if it had more range, damage, and/or health/armor

you can think of a flame thrower as pissing, except your pee is on fire and sticks to shit. your AoE is as wide as the area you spray even though the stream is tiny.
17 Dec 2014, 08:47 AM
#57
avatar of NEVEC

Posts: 708 | Subs: 1

KV8 is fine I think.

You have to be careful now to not overextend it, but if it is in the correct position at the right time it can really push Axis around. KV8 just needs a lot more vision support than it used to, which is a good thing.


How many KV-8's you lost on your streams, Steven, with zero result and less than 8 kills.
For 145 fuel tank this is really cost effective.
17 Dec 2014, 08:51 AM
#58
avatar of Mr. Someguy

Posts: 4928

Even after the nerf the KV-8 is still as effective than both the Flame Half-Track's flamethrowers combined, which are stronger than the all individual flamethrowers used by any Infantry units.
17 Dec 2014, 08:54 AM
#59
avatar of Enkidu

Posts: 351

I don't think the game needs any more squad wiping murder machines so if any thing gets done to the KV-8, I'd rather see it get a bit better frontal armor so that it can actually tank some damage.
17 Dec 2014, 08:56 AM
#60
avatar of Alexzandvar

Posts: 4951 | Subs: 1

The KV-8 should have same health and armor as a KV-1 as well as having either much higher range or AoE. In the current blob meta a flame tank should be amazing, but right now it just under preforms so limply.
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