In the context of this thread about a balance preview mod? Yes. Yes, I am.
Ok, cool.
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In the context of this thread about a balance preview mod? Yes. Yes, I am.
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Just tried some OKW with 0 fuel. Whoop Whoop relic what did you think? Getting MG locked on almost every fucking part with a house. Can't burn them out anymore and thereby losing too much area. Which also makes it harder to get Sws truck ---> tech. Please revert it and make T1 - T2 a bit more expensive in fuelway. lets say 10 more fuel for T1 and 20-25 more fuel on T2? Therefor I still can get my tier structure easier. This would (in my opinion) let the Flak HT and Luch come out later by approx 1-2 mins.
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If OKW starts with 0 fuel, they should at least remove the 15 fuel cost of the sws truck.
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Incin nades need to be an upgrade unlocked in HQ unless they really want to screw around with truck teching costs.
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Permanently BannedPosts: 295 | Subs: 1
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And one more thing, could you balance allied supply drop and axis one? My point is, SU supplu drop can be shooted down by AA, while Axis' one means 100% always.
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What you're forgetting is that SU one is dropped in base and thus cannot be stolen and works even without a fuel point, whereas the Axis supply drop will always be near the frontline and needs a point.
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What you're forgetting is that SU one is dropped in base and thus cannot be stolen and works even without a fuel point, whereas the Axis supply drop will always be near the frontline and needs a point.
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Do you drop ammo/fuel when you know you might lose a point? I don't think so.
Dropping is base isnt advantage at all. You need to retreat 1 squad from battlefield to pick it.
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Just tried some OKW with 0 fuel. Whoop Whoop relic what did you think? Getting MG locked on almost every fucking part with a house. Can't burn them out anymore and thereby losing too much area. Which also makes it harder to get Sws truck ---> tech. Please revert it and make T1 - T2 a bit more expensive in fuelway. lets say 10 more fuel for T1 and 20-25 more fuel on T2? Therefor I still can get my tier structure easier. This would (in my opinion) let the Flak HT and Luch come out later by approx 1-2 mins.
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That's only because they removed incendiary grenade. Wtf, that wasn't needed. OKW needs an early tool to clear out defensive positions, it doesn't have easy cheap mortar access like Wehr and Soviets, or lolotovs, hell, not even non doctrinal flame thrower, and does not have smoke as USF (aka smoke and flank lol). It practically has nothing to prevent being locked down by an early mg.
Give the incendiary grenade back, that thing is realy needed, we have building and emplacements on map, FFS.
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DUDE, play the mod. Volks have now both nades, they share the same cooldown timer.
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