SU changes required after balance preview
Posts: 578
Top priority:
1. Combine AT nade and Molotov upgrade into one (teching)
2. Reduce muni cost of molotov to keep it in line with its new performance
3. Increase range and accuracy of KV1 gun
4. Increase rate of fire on small AT gun (the doctrinal one)
Medium priority:
1. Increase range of KV2 in siege mode or give it health similar to Brit heavies
2. Give alternate Vet1 ability for T34
3. Increase KV1 health or armour
4. Increase penetration on small AT gun (the doctrinal one)
Lower priority:
1. Reduce T34 pop to 8
2. Increase T34 rear armour
3. Perhaps let wire be built a little faster (it's easy to destroy but takes long to build currently)
Posts: 521
Also alternate Vet 1 ability for IS-2
Posts: 354
What is the balance point of - Increase T34 rear armour? For fast tanks rear armour isn't very important.
Posts: 578
What is the balance point of - Increase T34 rear armour? For fast tanks rear armour isn't very important.
It is, actually - this change would help fast T34's escape AT guns at max range. This rewards the player for good tank micro. At the moment, the only way a T34 escapes at max range is if the shot misses. Compare this to other tanks in game - all of them have much better chances of withdrawing from an engagement to repair. But T34's are disposable with this low armour - which is fine, if they wnat it that way; but then they should keep its pop cost very low.
Hence it is listed as a lower priority change, as the higher priority ones would do better jobs of increasing the tank's usability (even indirectly).
Also, Relic is unlikely to buff T34 front armour. They never have, and never will. The tank is disposable.
Posts: 17914 | Subs: 8
It is, actually - this change would help fast T34's escape AT guns at max range.
Umm, for it to be the case it would need considerably more rear armor then it have on the front.
Posts: 320
Actually molotovs are kinda good in current patch, especially in big games, 2 bottels will destroy any building, even train station (didn't try it only on big churches). I don't know is it suppose to be like that or is it a bug, but you can burn down entire town with them.
What is the balance point of - Increase T34 rear armour? For fast tanks rear armour isn't very important.
Posts: 578
Posts: 4928
What is the balance point of - Increase T34 rear armour? For fast tanks rear armour isn't very important.
T-34's not even fast, it's marginally faster than the Panzer IV, and the Sherman is faster than it, and the Cromwell has a fuckin' jet engine.
Posts: 354
T-34's not even fast, it's marginally faster than the Panzer IV, and the Sherman is faster than it, and the Cromwell has a fuckin' jet engine.
Т-34/76 speed 6.5 (7.8 with vet), panzer 4 - 6.3 but have blitz, Sherman - 6.4 (7.6). Even adding more speed will be more useful than rare armor buff.
Posts: 509 | Subs: 1
Posts: 954
Posts: 118
A KV-2 change would be beautiful.
It would be interesting if you could put the small soviet AT gun in buildings. Wouldn't make it better really though.
Vet 1 T34 ability is fine I think and great for Soviet Industry. Need to change for IS2/KV2 etc.
Posts: 354
Posts: 578
T34 pop cap should be brought down again. They raised it back due to overwhelming numbers, isn't that the point? StuGs are only 8 I believe and fantastic TDs. If not speed should be increased or a reduction in MP cost.
A KV-2 change would be beautiful.
It would be interesting if you could put the small soviet AT gun in buildings. Wouldn't make it better really though.
Vet 1 T34 ability is fine I think and great for Soviet Industry. Need to change for IS2/KV2 etc.
I like the sound of these too. But the small AT gun being garrisoned sounds a bit far fetched. Would like to see some special abilities added to it, for sure. AP rounds for muni, or something.
Posts: 2885
As for t-34/76 it is the one and only tank that shouldn't loose its vet 1 ability as only on such a cheap and quite well armoured (compared to t-70 for example) tank it makes sense. Maybe also KV-1 should keep it but all other soviet tanks should have their vet one ability changed to sth else. These are simply tanks tanky enough and with crappy enough gun to turn it off and cap.
Posts: 578
M-42 (light at gun) should rather get better reload, accurancy and AOE so it is good vs small targets and, to some extend, infantry.
At the moment all it IS good at is light AT. That's ok I think, but the problem with it now is its a one-shot pony. It fires a shot, the 222 sees where it is, flanks it and kills it. It is also useless as a sentry when looking out for medium tanks - the P4 obliterates it without breaking a sweat. It is useless against infantry.
Basically, it is a unit that does not scale at all and has but one purpose: light AT.
This scalability problem should be fixed.
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