OKW STILL OP
4 Feb 2016, 10:44 AM
#81
Posts: 1096
Remove shreks from volks and add some general side-teching costs and it'll be fine.
4 Feb 2016, 12:49 PM
#82
Posts: 543
I like the idea of a unit built using the BG HQ that should be a 4-man volks with dual panzershreks; they could also lay tellers. Cost could be ~350 MP.
Volks now receive 2 side-techs, come out of HQ with the potato masher:
- Anti infatry: with SMG's, the flame nade and sprint (60 muni)
- Anti vehicle: receive 1 PTRS-like rifle, panzerfaust (40 muni)
Volks now receive 2 side-techs, come out of HQ with the potato masher:
- Anti infatry: with SMG's, the flame nade and sprint (60 muni)
- Anti vehicle: receive 1 PTRS-like rifle, panzerfaust (40 muni)
4 Feb 2016, 13:18 PM
#83
Posts: 509 | Subs: 1
Do Flame nade cost the double of Molotov nade ? but yes, i am agree they should slow the throw timing
Do you have to research flame nades like molotovs? Yes, incendiary nades needs a timer or increase the time to throw.
Thats why incen nade cost 30 ammo and molotov 15 ammo. I dont think we balance out OKW by giving their nade a 2s timer.
No.
4 Feb 2016, 15:15 PM
#84
Posts: 345
The sprint only improves capping power. S
and dodging arty easier, and softretreating easier, and flaking easier.....not only capping is easier with sprint.
and yes, you can lose engagements you shouldn´t lose coz your enemy can pull on time that flank to shut down your machine gun , while without sprint could not be done in time before retreating that suppressed squad that is about to get wipped....
4 Feb 2016, 20:55 PM
#85
Posts: 89
OKW is balanced.
wtf does that even mean? you personally lose half your games?
okw needs almost nothing but volks with shrek
other factions need to get a nice combine army, any use good positioning to cover its ass
okw = a-move shrekblob
yesyes, this is 3v3+, not the 1v1 elite mode
relic is a bunch of idiots that don't even realise where their biggest customer base and revenue are
wtf does that even mean? you personally lose half your games?
okw needs almost nothing but volks with shrek
other factions need to get a nice combine army, any use good positioning to cover its ass
okw = a-move shrekblob
yesyes, this is 3v3+, not the 1v1 elite mode
relic is a bunch of idiots that don't even realise where their biggest customer base and revenue are
4 Feb 2016, 21:07 PM
#86
Posts: 41
OKW in 3v3 and 4v4 is an absolute joke. The shrek blobs are real. Add in some olbers and what do you do?
Would separate balance for 1v1 and 4v4 be so hard? Other games can do it.
What works in 1v1 often does not work in 4v4.
Shreks in general need a nerf, if I get a shrek with Scripts or Shocks it's like I've hit the jackpot. One shrek in an hour long game can get me 5k Vehicle damage easy, last time I got one I did 8k damage. One shrek. Soviet 'elite anti tank infantry' get a PTRS which is an absolute joke of a weapon.
Would separate balance for 1v1 and 4v4 be so hard? Other games can do it.
What works in 1v1 often does not work in 4v4.
Shreks in general need a nerf, if I get a shrek with Scripts or Shocks it's like I've hit the jackpot. One shrek in an hour long game can get me 5k Vehicle damage easy, last time I got one I did 8k damage. One shrek. Soviet 'elite anti tank infantry' get a PTRS which is an absolute joke of a weapon.
4 Feb 2016, 21:34 PM
#87
Posts: 393
Shrecks are fine, shrecked volks are not.
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