HTD needs to go
Posts: 642
Incendiary Rounds are VERY good, the medkits tends to save you when you want to save yourself a retreat or don't have a medic bunker, Tripwire flares can save you from a flank, concentrated barrages are insanely powerful, etc.
On the topic of HTD... it doesnt need to go, we need to adapt to it. It is very powerful, and perhaps some tweaking is in order (such as forcing you to stay down longer and removing retreat for that time). Its a powerful ability in the Soviet arsenal, but the Axis have powerful abilities as well.
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Permanently BannedPosts: 604
The information and observations relating to building cover and hit the dirt actually suggest that HTD is broken big time (in both its power and the way it work).
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Posts: 102
Though phosporous rounds helps HTD is too strong in its current state imo. It needs some tweaking like lower duration, less protection, lowered damage output or something.
Regards
ace
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Posts: 642
With regards to HTD and having a timer put on being able to retreat this could get messy, they can not dodge/move away from a tank so the whole squads can be run over in 1 click, not sure if that is ok or not.
This is true.
However, it is also true that HTD allows you to keep very good defensive bonuses without any penalty (lack of mobility isn't a penalty when you are trying to be defensive). When you use any of the suggested counters (grenades, flames even vehicle crush), the soviet player only needs to retreat on time, from a battle that was perhaps already difficult to win.
This makes it a no brainer ability, on almost any situation, especially early game. Even a win-win situation ability, such as smoke dischargers, has the penalty of setting you back in the munitions war. HTD has no such penalty. There needs to be something the Soviet players forgoes, other than mobility, for using HTD.
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Permanently BannedInvariably Sov floats muni.
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We are looking into this. The larger, somewhat hidden, issue is that HTD modifiers stack with cover modifiers. So if I HTD near green cover im nearly invincible. There are a few other issues but this seems to be the major one. We are working to resolve it though.
Aha, I had suspected as much with the stacking modifiers.
Also, thanks much!
Posts: 16697 | Subs: 12
We are looking into this. The larger, somewhat hidden, issue is that HTD modifiers stack with cover modifiers. So if I HTD near green cover im nearly invincible. There are a few other issues but this seems to be the major one. We are working to resolve it though.
Posts: 12
How many games do you get developers reading forums, and communicating with their fans?? Thanks for the support Relic
Posts: 255
in the open the bonus is good but they are still on equal footing with LMG grens who are in cover. but in green cover... no way it that unit moving nay time soon.
: mvu, cons, 7.6k damage dealt, 78 kills, number of deaths : 0 damage taken, 5.9k !!
last battle doing my best to abuse this mechanic on minsc pocket.
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Congrats.
Posts: 255
Oh no i lost both fuels, meh ill build 3 trucks and get twice his fuel income...
Congrats
Posts: 396
The game really does not work like that I'm sorry.
Posts: 255
Add on the surplus of munis lets you spam that stupidly powerfull strafing run which has a low cost, and low CD for instantly pinning units in a huge area which lets you choose when you want to instantly win an engagement every couple mins.
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