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russian armor

Idea how to repair industry...

13 Jul 2015, 17:35 PM
#21
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post13 Jul 2015, 17:31 PMKatitof


The doctrine is shit, because it doesn't work at base principle-it doesn't allow for increased armor production, it does exactly the opposite, it limits your field presence, therefore your resource income, therefore production.

And your fixes are utter bullshit as well, you're describing a gimped tiger/IS-2 here.


The KV2 with 320 armor and 1280 health would be a midground between the Tiger and IS-2 armor wise and have the KT's health. Also the ISU fix should be applied to the KV2 because super powerful anti-everything shells are retarded gameplay wise on long range units.

It's limited to one now, so it kinda need to be able to hold its weight against the enemy by itself.
13 Jul 2015, 17:48 PM
#22
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Besides the KV2, it's has been a long overdue to tweak the mp>fuel conversion.
This happened since the patch which change all tanks mp/fuel cost.
13 Jul 2015, 18:06 PM
#23
avatar of Australian Magic

Posts: 4630 | Subs: 2

And how would you call this buffed KV2 if you don't have MP to call it - if you do, you don't have good map presence.
13 Jul 2015, 18:11 PM
#24
avatar of Alexzandvar

Posts: 4951 | Subs: 1

And how would you call this buffed KV2 if you don't have MP to call it - if you do, you don't have good map presence.


Which is why a price reduction would also probably be in order.
13 Jul 2015, 18:12 PM
#25
avatar of BartonPL

Posts: 2807 | Subs: 6

windustry manpower transfer to fuel should be reduced, also i suggest that this ability should be triggered (when on, gives fuel, reduced MP, off is normal, recharge for 60 secs)
13 Jul 2015, 18:35 PM
#26
avatar of rush

Posts: 341

industry is fine as it is , they just need to buff the kv2 so that it have similar stats to isu152
13 Jul 2015, 23:13 PM
#27
avatar of ThoseDeafMutes

Posts: 1026


Yeah, let's make another abomination with conversion on demand like CAS.


Tons of doctrines have conversion on demand. CAS is OP bullshit because:

  • It has the best airstrikes in the game, which are not only powerful but cheap
  • It can leverage the early munitions income to spam inf upgrades, mines etc
  • The rate of conversion is unbelievably efficient, 50 fuel -> 150 mun, and can't be intercepted or interrupted



Draining manpower is more devastating than draining fuel is, since CAS gives you every tool you need to deal with the cool toys the enemy gets, while you can also build an extremely potent manpower-only army. Industry is garbage because it's easier to have an army without tanks (or with fewer tanks as it always is in CAS) than it is to have an army without infantry and support weapons. Every single unit and upgrade needs manpower, while only some need fuel.

We can avoid it being "CAS level OP" by adjusting the rate of conversion so that it's not so "incredibly efficient", like CAS is.
13 Jul 2015, 23:49 PM
#28
avatar of SwonVIP
Donator 11

Posts: 640



-20%MP & -20%ammo for + 20% fuel (for example)? Anything would work. Ammo, mix... Does not matter cause currently it's downgrade.

yep something like that
14 Jul 2015, 01:50 AM
#29
avatar of Grumpy

Posts: 1954



The KV2 with 320 armor and 1280 health would be a midground between the Tiger and IS-2 armor wise and have the KT's health. Also the ISU fix should be applied to the KV2 because super powerful anti-everything shells are retarded gameplay wise on long range units.

It's limited to one now, so it kinda need to be able to hold its weight against the enemy by itself.


In general, I agree but the KV2 has a range of only 40 when not set up. Its DPS is lower than OST or OKW medium tanks.

The ISU "fix" nearly "fixed" it into oblivion. The 12 second switch, combined with how badly it gets destroyed by shrek blobs make it difficult to use in larger games.

I tried Industry once since the patch and hated it. Too much fuel, too little manpower. I also don't think that Relic could balance it for all game sizes. Either it would be garden pudding in 1's and OP in 4's or vice-versa.
14 Jul 2015, 02:00 AM
#30
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post14 Jul 2015, 01:50 AMGrumpy


In general, I agree but the KV2 has a range of only 40 when not set up. Its DPS is lower than OST or OKW medium tanks.

The ISU "fix" nearly "fixed" it into oblivion. The 12 second switch, combined with how badly it gets destroyed by shrek blobs make it difficult to use in larger games.

I tried Industry once since the patch and hated it. Too much fuel, too little manpower. I also don't think that Relic could balance it for all game sizes. Either it would be garden pudding in 1's and OP in 4's or vice-versa.


The ISU shell switch didn't destroy it, it's still excellent. It's just bad in larger game modes because there is zero reason to go for Tigers anymore to so the default is Elefant for late game Super Tank.

It also doesn't get destroyed by shrek blobs due to it's good frontal armor so uh, I have no idea what your talking about there. It is certainly a destroyer OF shrek blobs.

The KV-2 should just be a good assault tank like it's intended to be, so it should have either HE shells for bombarding enemy Paks or AT shells for doing lots of damage to Panthers or other tanks sitting back on the defensive.

14 Jul 2015, 02:24 AM
#31
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



The ISU shell switch didn't destroy it, it's still excellent. It's just bad in larger game modes because there is zero reason to go for Tigers anymore to so the default is Elefant for late game Super Tank.

It also doesn't get destroyed by shrek blobs due to it's good frontal armor so uh, I have no idea what your talking about there. It is certainly a destroyer OF shrek blobs.

The KV-2 should just be a good assault tank like it's intended to be, so it should have either HE shells for bombarding enemy Paks or AT shells for doing lots of damage to Panthers or other tanks sitting back on the defensive.


I'd have to agree shell-switching would be killer to it considering the KV-2 also needs to manage its artillery mode. To give it AT considering that drawback (at least ISUs can insta-reverse when caught switching), it would be better off being given higher penetration or high deflection damage.
14 Jul 2015, 02:28 AM
#32
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post14 Jul 2015, 02:24 AMVuther

I'd have to agree shell-switching would be killer to it considering the KV-2 also needs to manage its artillery mode. To give it AT considering that drawback (at least ISUs can insta-reverse when caught switching), it would be better off being given higher penetration or high deflection damage.


Which is why I said the artillery mode should be removed and it should have a better ROF just normally.
Phy
14 Jul 2015, 10:31 AM
#33
avatar of Phy

Posts: 509 | Subs: 1

What Katitof said.

I'd like to play the commander, but right now it is an instant lose picking it up. Best imo would be the option to switch between normal production/-mp +fuel. And also a Kv2 buff. Give a bit of love to the commander, it used to be funny...
14 Jul 2015, 13:40 PM
#34
avatar of siuking666

Posts: 707



The KV2 with 320 armor and 1280 health would be a midground between the Tiger and IS-2 armor wise and have the KT's health. Also the ISU fix should be applied to the KV2 because super powerful anti-everything shells are retarded gameplay wise on long range units.

It's limited to one now, so it kinda need to be able to hold its weight against the enemy by itself.


Anti-everything? you bullshitting right?

That shell barely hits anything on lockdown because of travel time
On assault mode, it fires damn slowly and accuracy is shit.
14 Jul 2015, 19:49 PM
#35
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



Which is why I said the artillery mode should be removed and it should have a better ROF just normally.
Ah right, sorry, I thread-hopped.

Still, I find it unlikely they'd remove artillery mode. It's a pretty unique point to the KV-2 and isn't inherently a toxic mechanic - it would however, need a good bit of polish to get working more smoothly.
14 Jul 2015, 20:43 PM
#36
avatar of 5trategos

Posts: 449

Here's a novel idea:

Replace the mp-to-fuel conversion with a decrease in popcap of all vehicles. Something like -1 or -2 popcap per vehicle.

-It would scale fairly well into late-game without being game-breaking.
-Rewards vehicle preservation by making them more cost-effective over a long life-span.
-Still maintains the spirit of the Soviet War Machine.
15 Jul 2015, 00:28 AM
#37
avatar of ATCF
Donator 33

Posts: 587

I guess Relic thinks that the way to play industry is to build repair stations, and heal your tanks on them and never lose them, thats how you still manage to save up mp for future investments...since your tanks do the fighting and you never have to lose a single man to enemy fire :snfCHVGame:
15 Jul 2015, 01:16 AM
#38
avatar of Aralepus

Posts: 27

I think if they reduced the manpower/fuel conversion a bit and buffed the kv2 the doctrine would be fine. It would make it less extreme but still maintain an advantage over your opponents.

The setup time of the KV2 is abysmal and way too long which puts it in a awkward spot, especially in the face of cas. If they reduced the KV2 setup/packup time a little, it would be a pretty good arty piece.
I think 3-4 seconds is probably enough. If I remember correctly, currently its around 7 seconds?
15 Jul 2015, 07:44 AM
#39
avatar of Katitof

Posts: 17914 | Subs: 8

Change industry ability into call-in of scavenger kit equipped CEs.

/fixed
15 Jul 2015, 08:08 AM
#40
avatar of Iron Emperor

Posts: 1653



The KV2 with 320 armor and 1280 health would be a midground between the Tiger and IS-2 armor wise and have the KT's health. Also the ISU fix should be applied to the KV2 because super powerful anti-everything shells are retarded gameplay wise on long range units.

It's limited to one now, so it kinda need to be able to hold its weight against the enemy by itself.


Atleast if it hits you it's painful Kappa
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