320 damage is too much
Posts: 79
I would suggest lowering the damage, while compensating by increasing range and decreasing reload time. I realise this is risky. Giving these units extra range will allow them to sit further back in the lines, but at the same time, decreasing the upfront damage they do will allow allied players to feint and assess how assaults are going easier.
For example:
Jagdtiger:
Damage from 320 to 240. Range from 85 to 90. Reload from 8.55s to 7.5s.
Elefant:
Damage from 320 to 200 (edit). Range from 70 to 80. Reload from 8.5s to 6.2s.
Pak43 88mm: Damage from 320 to 200 (edit). Range from 80 to 95. Reload from 3.65s to 3s.
17 Pounder: Damage from 320 to 160 (this is only 76mm gun). Range from 80 to 95. Reload from 7.3s to 5s.
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I see someone did not play the game with old Ele/ISU 100range meta.
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Permanently Banned90-95 range - lolz.
I see someone did not play the game with old Ele/ISU 100range meta.
So cool times it was MVGame.
Posts: 124
Posts: 79
90-95 range - lolz.
I see someone did not play the game with old Ele/ISU 100range meta.
I was playing around then. But the game is very different now than what it used to be.
We currently have the Jagdtiger with 85 range. Are you honestly telling me that that is perfectly fine, but 90 range would break everything?
Posts: 79
git gud, the tanks can't spot for themselves and take time to reload which you can use to reposition. Barely anyone uses any of those units anyway
I'm not suggesting the units are OP. That is why I am trying to compensate the reduction in damage. I am saying, from a design point of view, 320 damage is not a good idea and I think these changes will make for more interesting game play.
Posts: 124
I'm not suggesting the units are OP. That is why I am trying to compensate the reduction in damage. I am saying, from a design point of view, 320 damage is not a good idea and I think these changes will make for more interesting game play.
no, you are suggesting they're too strong. They don't need to be changed because they're fine and it's a waste of time to change it when there are more pressing issues.
five bucks you played a game or two and you got wrecked by one of those units and came here to complain
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Posts: 79
160 DMG elephant 4Head
Yeah, I think you are right. I initially said 160 because that is how much damage a Tiger does (and both have 88mm gun), but upon reflection, I think 200 would be better. I'll go edit the original post.
17 pounder nerf, GG. There is something can be done about 320 damage but not like this.
Admittedly, the 17 pounder stumped me a little. It was a powerful gun with a high velocity, but it feels so wrong having a 76mm gun do 320 damage when things like Tigers do 160.
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Why "fix" something what is not broken? Huh?
I'm with magic on this one. Don't fix what isn't broken
Do you let you car break down on you or do you take for service before it breaks?
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Do you let you car break down on you or do you take for service before it breaks?
How it is relevant to Elephnat or 17 pounder? Will my next Elephnat spawn with enginge damage?
Posts: 79
Why "fix" something what is not broken? Huh?
Because something can be "balanced" and still limit game play and meta.
For example, I would say that the B4 and units instantly spawning out of buildings are two examples where the idea behind them is flawed and should be changed in order for the game to evolve as a whole (even though the units aren't actually OP).
Posts: 363
Posts: 297
Because something can be "balanced" and still limit game play and meta.
For example, I would say that the B4 and units instantly spawning out of buildings are two examples where the idea behind them is flawed and should be changed in order for the game to evolve as a whole (even though the units aren't actually OP).
But the "meta" is something unexistand because is just a gloval opinion, balancing things to limit the gane only to be " metagame favoured" its stupid. If somebody manages to make things work out of meta doesnt meant it has to be smashed
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