Login

russian armor

KT is too strong for the current OKW state

Should KT gets nerfed with OKW's current state/income
Option Distribution Votes
40%
60%
Total votes: 128
Vote VOTE! Vote ABSTAIN
6 Dec 2015, 16:00 PM
#1
avatar of Aladdin

Posts: 959

KT got some well deserved buffs a few patches ago, which was fair enough considering OKW's income penalty and how expensive that unit could be to afford.

But at the moment it's really strong AKA OP for its cost. It deals 240 dmg which is huge and pens and wipes everything so fast with its 45 range and huge pool of hp and armor. Plus it just got a buff in this patch with removing its 90 sec build time.

It's a big issue to deal with in 2v2+ and specially against allies armor which typically have lower armor/hp.

It's just too easily affordable at the moment.

In my opinion, it deserves some nerf like dmg nerf or sth.
6 Dec 2015, 16:08 PM
#2
avatar of Looney
Patrion 14

Posts: 444

It's what you get when you design a faction with a stock heavy tank.

OKW is the only faction that doesn't need any doctrines right now.

It's what you get when Relic designs a faction around a resource penalty and then removing that said penalty.

OKW needed a buff, I agree, but now we're just left with a faction that has counters to everything it needs.
6 Dec 2015, 16:08 PM
#3
avatar of Chocoboknight88

Posts: 393

I think it got a good nerf already from not being able to build more than one, to be honest.
6 Dec 2015, 16:08 PM
#4
avatar of Achilleis

Posts: 7

Ofcourse,

One thing is, he is too early. The other thing is, he can kill some Tanks with 2 shoots. This mix is deadly.
6 Dec 2015, 16:13 PM
#5
avatar of F1sh

Posts: 521

Maybe put back the resource penalties, but let OKW build caches?
6 Dec 2015, 16:22 PM
#6
avatar of d0ggY
Senior Caster Badge

Posts: 823 | Subs: 3

so you build caches for 2 fuel? who would do that? :D
6 Dec 2015, 16:22 PM
#7
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

There's no need for a nerf. It only needs to arrive later.

Someone suggested to lock it behind CPs. That would be a good solution.

Or simply add an upgrade that unlocks the King Tiger.

Or give players the opportunity to choose whether they want to be able to field KTs or not.

Activating the KT call-in could have certain drawbacks like lower ressource income or longer cooldowns for commander abilities. Stuff like that.
6 Dec 2015, 16:24 PM
#8
avatar of Jadame!

Posts: 1122

All cp increase would nerfs would change is that you will face 2 panthers or 3 p4s instead of 1 kt.


Revert resources to 80% and call it a day.


Also
6 Dec 2015, 16:26 PM
#9
avatar of NEVEC

Posts: 708 | Subs: 1

It's like to vote play you okw mostly or not.
Heard this scary stories about kt at 14 min. I think it should be 300 fuel or something and cp cost added.
6 Dec 2015, 16:57 PM
#10
avatar of sorryWTFisthis

Posts: 322

It requires full teching/ The real cost is twice teh callin cost


Case closed, mourn and move on
6 Dec 2015, 18:06 PM
#11
avatar of Looney
Patrion 14

Posts: 444

Now we can give all factions the same thing, tech all tiers as Ost = call in Tiger. Tech all tiers as USF = Pershing call in. etc etc

:foreveralone:
6 Dec 2015, 18:42 PM
#12
avatar of LuGer33

Posts: 174

I think locking it behind CPs is a good idea for a start.

Unit roster and performance across the board needs to be looked at again for new OKW. Like someone else said, you design a faction around a resource penalty, then remove that penalty, simply changing the tech costs and some veterancy issues isn't enough.

This balance preview should have been for more than a few weeks.
6 Dec 2015, 18:45 PM
#13
avatar of Australian Magic

Posts: 4630 | Subs: 2

It requires full teching/ The real cost is twice teh callin cost


Case closed, mourn and move on


Ok, let's make IS2 non-doc, you just need to build T1/2, T3 and T4. 14min IS2 welcome!
6 Dec 2015, 18:46 PM
#14
avatar of BeefSurge

Posts: 1891

KT could be a T0 upgrade or something, but stats wise and pacing wise it's generally fine imo.
6 Dec 2015, 18:52 PM
#15
avatar of Diomedes

Posts: 103

KT got some well deserved buffs a few patches ago...


cost was tested by relic and also tested again in balance patch.

SWS Halftracks got cost increased, converting SWSHT to basebuilding costs also increased...
KT +5 range = buff :D
limited to 1 = buff :D
6 Dec 2015, 18:58 PM
#16
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

Not too strong but way too cheap and arrives too early.
6 Dec 2015, 19:26 PM
#17
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
About KT and tigers i dont see reason why thay have now 45 range, when relic nerf churchills.
6 Dec 2015, 20:12 PM
#18
avatar of sorryWTFisthis

Posts: 322

Increase the cost to 800/290.
6 Dec 2015, 20:21 PM
#19
avatar of Matthew

Posts: 3



Ok, let's make IS2 non-doc, you just need to build T1/2, T3 and T4. 14min IS2 welcome!


Fine by me. In either case it would require at least 1 of your opponents to have a reduced field presence up until the particular heavy came out because of the early investment in tech. If you are better than your opponent then you will have taken advantage of this by denying them resources thus delaying their heavy.

If they invest in any vehicles to counter your superiority they are again delaying the early heavy and it will have less support because of the tech expenditure. Win win.

On a side note if you managed to get to 14 mins and have enough resources for an is-2 without building a single vehicle as soviets then you were probably already much better than your opponent(s).

Tl;dr KT not too strong and if your opponent gets one out that early you (or one of your teammates in larger games) almost certainly got outplayed.
6 Dec 2015, 20:36 PM
#20
avatar of Matthew

Posts: 3

Increase the cost to 800/290.


Give it back the super high nigh impenetrable front armor value from yesteryear and reduce its range back down and you have yourself a deal.

On a more serious note though this will delay it by about 1 and a half minutes because if your opponents already had so much fuel so early then they will have had a high fuel income.

If it's the timing then putting it behind a cp would be more effective. Especially as the person holding out for said KT won't have had many troops fighting to gain those cp because of their tech heavy build.
0 user is browsing this thread:

Livestreams

unknown 53
United States 2

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

814 users are online: 814 guests
0 post in the last 24h
5 posts in the last week
33 posts in the last month
Registered members: 49143
Welcome our newest member, Spdcderry
Most online: 2043 users on 29 Oct 2023, 01:04 AM