KT is too strong for the current OKW state
Posts: 959
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.
Posts: 444
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.
Posts: 393
Posts: 7
One thing is, he is too early. The other thing is, he can kill some Tanks with 2 shoots. This mix is deadly.
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Posts: 658
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.
Posts: 1122
Allcp increase wouldnerfs 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
Posts: 708 | Subs: 1
Heard this scary stories about kt at 14 min. I think it should be 300 fuel or something and cp cost added.
Posts: 322
Case closed, mourn and move on
Posts: 444
Posts: 174
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.
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!
Posts: 1891
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
limited to 1 = buff
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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.
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.
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