Login

russian armor

Soviet barbed wire fields

Should Relic reconsider barbed wire fields?
Option Distribution Votes
53%
47%
Total votes: 34
Vote VOTE! Vote ABSTAIN
1 Nov 2015, 20:28 PM
#1
avatar of Kothre

Posts: 431

I've found myself missing the barbed wire fields from the alpha. In case you may not remember, they were just grids of barbed wire like below that slowed infantry down rather than blocking their passage entirely. I know Relic said they were removed due to technical issues, but hey, I'm going to bring it up again anyway because they were awesome. Does anyone else think it would be cool if they tried again?

1 Nov 2015, 20:45 PM
#2
avatar of ATCF
Donator 33

Posts: 587

No thanks, since people complained that it was OP since you could build a huge field of them in a nanosecond and back then vehicles could not crush barbed wire, so pripyat back then consisted of massive stacks of wire everywhere. that was hard to remove


(This wire could potentially block OKW trucks from setting up, adding another abuse mechanic to the game)
1 Nov 2015, 20:49 PM
#3
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post1 Nov 2015, 20:45 PMATCF
No thanks, since people complained that it was OP since you could build a huge field of them in a nanosecond and back then vehicles could not crush barbed wire, so pripyat back then consisted of massive stacks of wire everywhere. that was hard to remove
To be fair, that could be easily fixed by just letting all vehicles crush barbed wire fields and/or tweaking the build time.

I'll admit I wasn't a huge fan of it either though.
1 Nov 2015, 22:05 PM
#4
avatar of Mittens
Donator 11

Posts: 1276

add it back in as a seperate wire type. The issue was that Wher had the normal wire while Ruskis had wire fields making it hard to make any real blockers.
1 Nov 2015, 22:29 PM
#5
avatar of Imagelessbean

Posts: 1585 | Subs: 1

This has come up multiple times. The issue is that retreating units passing through fields of wire slow down and it can easily be spammed in retreat paths. The idea was interesting but I am glad it never came to be.
1 Nov 2015, 23:54 PM
#6
avatar of Dullahan

Posts: 1384

These were my favourite thing. I'd always put them on strat points to make my opponent just a little more vulnerable while capping.

imo the way to balance them is limit you to 3 max like pathfinder beacons. Maybe increase the build time a little bit too and let them be crushed by vehicles.

2 Nov 2015, 00:50 AM
#7
avatar of Baionetto

Posts: 90

was so funny and different, but yes was so op...
2 Nov 2015, 01:05 AM
#8
avatar of Switzerland
Donator 33

Posts: 545

It was the unique Soviet trick, like the Smine for Wher. I like the limit to three as they were everywhere. But with Muni convert now Smines are everywhere arnt they lol.
Hat
2 Nov 2015, 04:03 AM
#9
avatar of Hat

Posts: 166


imo the way to balance them is limit you to 3 max like pathfinder beacons. Maybe increase the build time a little bit too and let them be crushed by vehicles.



Just have it so that vehicles crush them.
2 Nov 2015, 04:17 AM
#10
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

This is what defensive community commanders need.
2 Nov 2015, 04:20 AM
#11
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

1006 users are online: 1006 guests
0 post in the last 24h
10 posts in the last week
26 posts in the last month
Registered members: 50001
Welcome our newest member, rwintoday
Most online: 2043 users on 29 Oct 2023, 01:04 AM