Can We Return the KT Requirement?
Posts: 320
Now they can just call it in whether or not you have destroyed the truck. If I destroy a flak hq, my opponent will just say "Welp, better save for the KT now". Depending on the situation, I didn't hurt him at all.
Can we return the requirement to have all 3 trucks up at all times in order to get the KT? I felt that at least encourages me to counter it early.
EDIT:
I have been corrected that it wasn't a requirement but here is my response
"Well first I apologize since I thought that was how it always was. That just means all my efforts of destroying their Flak HQ are pretty much in vain.
Secondly they could reduce the cost of the KT itself with the requirement. I'd like an opportunity to deprive them of the KT."
Posts: 609
Posts: 1124
KT. = 310
Total = 510
Then you want to make it possibly 550 or 630 fuel. I don't think so friend.
Posts: 254
That was actually never a requirement, as far as I can remember. Since Alpha you just had to drop the trucks and you were good, even if they got wrecked.
correct!
Posts: 558 | Subs: 1
Posts: 320
Fuel tech requirment is 40+40+120=200
KT. = 310
Total = 510
Then you want to make it possibly 550 or 630 fuel. I don't think so friend.
Well first I apologize since I thought that was how it always was. That just means all my efforts of destroying their Flak HQ are pretty much in vain.
Secondly they could reduce the cost of the KT itself with the requirement. I'd like an opportunity to deprive them of the KT.
Posts: 707
Well first I apologize since I thought that was how it always was. That just means all my efforts of destroying their Flak HQ are pretty much in vain.
Secondly they could reduce the cost of the KT itself with the requirement. I'd like an opportunity to deprive them of the KT.
So making him unable to build Ober/JP4/Pz IV/Panther is in vain?
Try surviving until a KT with volks and no armor.
Posts: 1194 | Subs: 1
And yes Siuking, it is quite easy to just rely on volks, doctrinal infantry, and raketans until the KT arrives. (AT = volks + rak, AI = elite infantry supported by volks and/or light armor).
Posts: 1026
I support requiring all three trucks. OR, if we're adding side-grades, then making it so all three side-grades are required (each sidegrade would be like 15 fuel or 20 depending on how good they were).
Posts: 1664
Posts: 243
Current stats of KT is good but not that great.
Posts: 593
I felt that original KT requirement was a good concept. To field the KT you had to have all 3 trucks up and operational. If you ignored the trucks, you let him have the KT.
Now they can just call it in whether or not you have destroyed the truck. If I destroy a flak hq, my opponent will just say "Welp, better save for the KT now". Depending on the situation, I didn't hurt him at all.
Can we return the requirement to have all 3 trucks up at all times in order to get the KT? I felt that at least encourages me to counter it early.
true never thought about that, but I always felt like if they were gna make this change make the kt have a waaay longer build time
Posts: 232
Posts: 211
it should still be a call-in
(maybe get a little boost to compensate)
The good thing about the "all trucks must live" requirement: It involves decision making: Should i place agressive trucks? But maybe loose kt access over it.
Currently, it's silly how reckless truck placement can still result in a fielded kt.
But maybe then it could use a slight boost to compensate (price or whatever)
i could be wrong, though, it just seems logical to me
Posts: 1585 | Subs: 1
Side note: Currently destroying base HQ makes no difference on gameplay. It is only a very limited role since it means you won't be able to build the units that it constructs. By the time it dies you should already have these units and should not need to build more. In fact it can act like a boost since it allows multiple engineer units to be called in at discount.
Posts: 615
This is a terrible design that needs fixing ASAP.
Posts: 301
Destroying a flak HQ is never in vain.
Kozo.
Posts: 609
Posts: 1108
OKW can be really aggressive with their HQs without any consequences for losing them. They can lose all three of their HQs and still bring out King Tigers backed up by Volks because that is all you need.
This is a terrible design that needs fixing ASAP.
loosing all three tiers without no consequence No medic and no repair anymore.
Posts: 320
loosing all three tiers without no consequence No medic and no repair anymore.
Well not having a repair point just puts them in the position of every other faction.
Destroying the medic bunker hurts(losing access to healing and units), but it's only 200 MP and 25 fuel if I recall, that won't set them back that hard.
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