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russian armor

A Thought on Tank Stuns

5 Mar 2015, 13:38 PM
#1
avatar of Brachiaraidos

Posts: 627

More accurately, two of them. Specifically speaking, Button and Target Weak Point. With that in mind, let's look at how they were a while ago.

Target Weak Point (Previously):
45 Muni
Requires Vet 1
Requires Penetrating Hit(?)
Finicky To Aim At Very Fast Tanks
Stops tank Completely
Does Damage
Impossible to interrupt, prevents vehicle from using any abilities


Button (Previously):
45 Muni
Requires Buying Expensive DP's
Makes Tank Very Slow
Did Not Prevent Rotation or Turret Turning
Cancelled by Guards Dying
Cancelled By Guards being Issued a Move Order
Cancelled By Tank Leaving circle
Cancelled By Guards seeking Cover and Moving Back
Cancelled By (Cheaper Than Button) Smoke Ability
Cancelled By Guards Being Forced To Retreat


Changes in recent patches:
Button No Longer Stops the Tank from Shooting. Including at the Guards Buttoning it
Target Weak Point Got Super Easy To Aim

So can anybody explain to me why Button was thought to be so good that it had to be nerfed into oblivion whilst TWP got a buff to its easy of use and versatility? I'm just curious at to if anybody with a brain can justify that, because it's sat poorly with me for a long time.

Because it's hilarious to see a guard squad button a Flack HT, only for it to immediately spin the gun onto them and obliterate them in moments. Real Classy. Ostwinds, Brummbars and KT's equally hilarious.
5 Mar 2015, 13:50 PM
#2
avatar of Katitof

Posts: 17914 | Subs: 8

Thou shalt not question the thousand year reich superiority or thou shalt be driven over by thousand more tigers and buried alive by thousand of mighty Alex the Apologist post flood, for all we know the soviet abilities are supposed to be named cool and look cool, not perform up to the cost.
5 Mar 2015, 14:08 PM
#3
avatar of B.Lastbar

Posts: 41

Button was very strong against light vehicles. This made sniper play into guards hard to counter, as any light vehicle chasing the snipers was buttoned and killed. Especially the 222, which isn't that good already, suffered from it.
5 Mar 2015, 14:14 PM
#4
avatar of AchtAchter

Posts: 1604 | Subs: 3

I think the reason behind that is that TWP comes later than Guards which are out very early with 2cp and (hard)counter any light vehicle play some axis player use to hold back con spam or sniper strategies.
I agree that it’s not strong enough against tanks and for what it does, it’s clearly too expensive. So either buff the ability, making it more useful against tanks or greatly reduce the price of this ability.
5 Mar 2015, 14:35 PM
#5
avatar of Australian Magic

Posts: 4630 | Subs: 2

Answer is quite simple.

Guards - allied unit.

Pak40 - OST unit.

#ProAxisDesign :snfPeter:


And keep in mind that Guards are supposed to hard counter 222 if you go too deep.
Button was very useful but breakable. Now it's useless like most allied abilities.

It's Volley Fire and Kubel.
Voller was veru useful but was nerfed because it was too punishing to retreat unit so fast and let's rememeber that it costs 20, has a timer and RE are not mobile suppression platform.
On the other hand they gave us Kubel which is doign excatly same thing (but way better) which RE did before nerf :snfPeter:
5 Mar 2015, 14:43 PM
#6
avatar of ElSlayer

Posts: 1605 | Subs: 1

Button is useful sometimes (unless enemy has smoke ofc).

5 Mar 2015, 14:47 PM
#7
avatar of Australian Magic

Posts: 4630 | Subs: 2

Button is useful sometimes (unless enemy has smoke ofc).


I guess situations like this are very very rare.


Let's be honest. Button in current state is almost useless.

Someone in Relic's HQ must love Axis units and abilities... :foreveralone:
5 Mar 2015, 14:49 PM
#8
avatar of AchtAchter

Posts: 1604 | Subs: 3

Answer is quite simple.



It's Volley Fire and Kubel.
Voller was veru useful but was nerfed because it was too punishing to retreat unit so fast and let's rememeber that it costs 20, has a timer and RE are not mobile suppression platform.
On the other hand they gave us Kubel which is doign excatly same thing (but way better) which RE did before nerf :snfPeter:


The Kübel is a dedicated suppression unit.
Relic nerfed volley fire because they won the engagement against any other unit they were facing, while being only a builder/supporter unit. Builder/Support units are not supposed to win engangments against combat squads on their own. You are comparing apples and pears. Otherwise you could also complain about maxims and HMG doing also their job, but you chose not, because crying about OKW is so fashionable nowadays.
5 Mar 2015, 14:52 PM
#9
avatar of sir muffin

Posts: 531

volly fire is nearly useless now you gotta admit


it should near instasupress units out of cover, but units in cover it shouldn't do anything to
5 Mar 2015, 14:52 PM
#10
avatar of Australian Magic

Posts: 4630 | Subs: 2



The Kübel is a dedicated suppression unit.
Relic nerfed volley fire because they won the engagement against any other unit they were facing, while being only a builder/supporter unit. Builder/Support units are not supposed to win engangments against combat squads on their own. You are comparing apples and pears. Otherwise you could also complain about maxims and HMG doing also their job, but you chose not, because crying about OKW is so fashionable nowadays.


It's not about unit. It's about effect. VF was too strong because it forced 1 squad to retreat. Kubel can force few squads to retreat in the early game but VF was OP and Kubel is not according to Relic.
Like I said it was not about unit. It was about punishing effect.
5 Mar 2015, 14:57 PM
#11
avatar of AchtAchter

Posts: 1604 | Subs: 3


It's not about unit. It's about effect. VF was too strong because it forced 1 squad to retreat. Kubel can force few squads to retreat in the early game but VF was OP and Kubel is not according to Relic.
Like I said it was not about unit. It was about punishing effect.



Volley Fire was another big issue that we wanted address; the design intention of this ability was to be used as a support ability to give rear echelon combat utility. However what we ended up seeing were rear echelons winning engagement that shouldn’t have won. There was also an exploit with the modifers that were applied when rear echelons equipped with bazookas would fire bazooka shells rapidly. With the new implementation of the ability Volley fire will now have its strength and weakness. The suppression modifers have also been tweaked so there will be very rare cases that a squad will get pinned.


Volley Fire is a support ability. Means you have one Riflemen and one RE squad. The RE squad helps the Riflemen squad to win the engagement, its not about retreating or whatever.
If you blob into any suppression unit over red cover your whole army will retreat - OMG PLEASE NERF.

It's not about forcing retreats in early game, it's about units and their dedicated purpose.
5 Mar 2015, 15:09 PM
#12
avatar of Australian Magic

Posts: 4630 | Subs: 2


Volley Fire is a support ability. Means you have one Riflemen and one RE squad. The RE squad helps the Riflemen squad to win the engagement, its not about retreating or whatever.
If you blob into any suppression unit over red cover your whole army will retreat - OMG PLEASE NERF.

It's not about forcing retreats in early game, it's about units and their dedicated purpose.


Kubel is a support unit. One SP one Kubel squad. Kubel helps SP to win engagement.
What's the difference? Except that Kubel is a way better at suppressing than VF was.
5 Mar 2015, 15:23 PM
#13
avatar of AchtAchter

Posts: 1604 | Subs: 3



Kubel is a support unit. One SP one Kubel squad. Kubel helps SP to win engagement.
What's the difference? Except that Kubel is a way better at suppressing than VF was.


No sense talking with you, Kübel is a dedicated suppression unit, just like a maxim, mg42 or mg34.
It's not a fucking builder.
And you seem even to fail reading relics statement about that.
5 Mar 2015, 15:45 PM
#14
avatar of AssaultPlazma

Posts: 300



No sense talking with you, Kübel is a dedicated suppression unit, just like a maxim, mg42 or mg34.
It's not a fucking builder.
And you seem even to fail reading relics statement about that.



except maxim/MG42 require and building and come out later, and the MG34 is doctrinal. Kubel in a MG on wheels available basically at the start and gives massive map denial for OBK and its practically unwinable on certain maps unless you go rifle company or mechanized.
5 Mar 2015, 15:54 PM
#15
avatar of Australian Magic

Posts: 4630 | Subs: 2



No sense talking with you, Kübel is a dedicated suppression unit, just like a maxim, mg42 or mg34.
It's not a fucking builder.
And you seem even to fail reading relics statement about that.


And why RE cannot be dedicated suppression unit when I go for Cpt tier?


But let's back to the topic and pudding unbalanced button vs twp.
5 Mar 2015, 21:10 PM
#16
avatar of Brachiaraidos

Posts: 627

Answer is quite simple.

Guards - allied unit.

Pak40 - OST unit.

#ProAxisDesign :snfPeter:



I knew I was missing one of those massive logical steps that is clear and blatant to the balance team.

How silly of me.
5 Mar 2015, 21:38 PM
#17
avatar of FaustCostBulletin

Posts: 521

I think it is a quite decently balanced ability like most things Ostheer. The problem is with Allies whose counterparts cost similarly but blow in just about every comparison.
6 Mar 2015, 11:32 AM
#18
avatar of y3ivan

Posts: 157

frankly speaking, button ability is badly interpreted in the game both current and previous version of it. It absolutely does not make any sense that firing lots of bullets could stun and ensnare the tank. And the current version that only stop the vehicle from moving when historically its the opposite.

Excerpt from Observer's report on the destruction of two German Tiger tanks by British anti-tank guns in North Africa, from Tactical and Technical Trends, July 29, 1943.
"One element of this action contains an important lesson that should be brought to the attention of all AT elements and particularly tank destroyer units.

(a) "The British gunners did not open until the enemy tank was well within effective range.

(b) "In addition to opening fire with the primary weapon -- the 57-mm -- the AT unit also opened with intense light machine-gun fire which forced the tank to button up and in effect blinded him. His vision apparently became confused and he was actually traversing his gun away from the AT guns when he was knocked out for good.

(c) "Once they opened fire, the British gunners really poured it on and knocked out one more heavy tank and six PzKw 3s. Also, for good measure, one armored car."

The conclusions to be drawn from this action, according to the British officer quoted, are:

(a) "The unobstructed vision of the gunner in a tank destroyer gives him a very real advantage over his opponent squinting through the periscope or narrow vision slits of a tank.

(b) "The tank destroyer unit must force the enemy tank to 'button up' by intense fire from every weapon he has, including machine-guns, tommy guns, and rifles."

The size and weight of a tank such as the PzKw 6 present many problems. It has been indicated from unofficial enemy sources that extensive reconnaissance of terrain, bridges, etc., was necessary before operations with this tank could be undertaken. Bridges have to be reinforced in many cases, and soil conditions must be good for its effective operation. It can therefore be assumed that its field of operation is limited.


TLDR: the Brits figure out that LMG fire would forcefully "button up" tank crews by blinding their vision.
6 Mar 2015, 11:46 AM
#19
avatar of Australian Magic

Posts: 4630 | Subs: 2

And whats the sense of blitzkrieg ability? Its even more stupid that Panther is the fastest vehicle in game.
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