Hey guys, I was sitting in class and wondering "what makes you pick t1 USF/soviet over t2?" The dedicated AT options in these t2 buildings is almost ALWAYS the deciding factor as they are simply a safer option.
How would you guys feel about moving the AT guns (including the pak) into t0 and have them unlock like we saw in Brit alpha once you tech up?
OFC you need to look at the knock off effects but as a standalone idea such as "what would you move to t2" or "wouldn't this make t2 useless?". As a standalone idea, how do you guys feel?
Should we move AT guns into t0?
9 Feb 2016, 18:15 PM
#1
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9 Feb 2016, 18:22 PM
#2
Posts: 17914 | Subs: 8
No need.
USF is only army that might have trouble with that, but if you're skipping captain, you're going to have early armor anyway and you can always supplement yourself with proper doctrine.
Soviets don't really struggle economically to build all 4 tiers, so going for T2 before or after T3 isn't a problem at all.
USF is only army that might have trouble with that, but if you're skipping captain, you're going to have early armor anyway and you can always supplement yourself with proper doctrine.
Soviets don't really struggle economically to build all 4 tiers, so going for T2 before or after T3 isn't a problem at all.
9 Feb 2016, 18:24 PM
#3
Posts: 2561
It's a 10 fuel difference. You aren't really going to have armor out any faster then if you went captain. Odds are you will be forced into buying a zooks just so you don't get pushed off by a 222 which will delay even further.
USF is only army that might have trouble with that, but if you're skipping captain, you're going to have early armor anyway and you can always supplement yourself with proper doctrine.
9 Feb 2016, 18:30 PM
#4
Posts: 17914 | Subs: 8
It's a 10 fuel difference. You aren't really going to have armor out any faster then if you went captain. Odds are you will be forced into buying a zooks just so you don't get pushed off by a 222 which will delay even further.
I see some people don't even remember that LT into major was meta.
9 Feb 2016, 18:45 PM
#5
8
Posts: 2470
no because in general AT guns two shot light vehicles which would make the window in which light vehicles are strong even smaller. the issue is that certain factions get access to medium tanks (or stronger light vehicles) a little bit early while others get access to AT guns either a little late or not at all (OKH, USF, and USSR). this creates a window where there are effectively no counters to these stronger vehicles.
this is the problem with having multiple ways of teching but more so is an issue with having some factions straight tech with 4(5) tiers and others split tech with 3(4) tiers. OKH has 4(5) levels of tech while USF can go with 2(3) levels of tech. this means that either USF has to tech slower or their units have to be weaker.
prior to WFA the soviet's t1 and t2 were around t1.5 or 2 in strength while their t4 tech was around t3.5 in strength. this gave OKH a bigger advantage the longer the game went on, particularly once SU-85s were nerfed. on the flip side this mean that a good soviet player could pretty easily roll OKH in less than 10 minutes if they were for something like double snipers.
the last three factions released in particular need some more units to fill timing gaps that currently exist. USF needs some kind of early artillery, OKW something that doesn't require fuel and isn't a standard infantry squad, and the brits decent mobile artillery.
short of releasing another expansion there isn't any way for relic to charge for the time put into developing said units though so we won't see them.
this is the problem with having multiple ways of teching but more so is an issue with having some factions straight tech with 4(5) tiers and others split tech with 3(4) tiers. OKH has 4(5) levels of tech while USF can go with 2(3) levels of tech. this means that either USF has to tech slower or their units have to be weaker.
prior to WFA the soviet's t1 and t2 were around t1.5 or 2 in strength while their t4 tech was around t3.5 in strength. this gave OKH a bigger advantage the longer the game went on, particularly once SU-85s were nerfed. on the flip side this mean that a good soviet player could pretty easily roll OKH in less than 10 minutes if they were for something like double snipers.
the last three factions released in particular need some more units to fill timing gaps that currently exist. USF needs some kind of early artillery, OKW something that doesn't require fuel and isn't a standard infantry squad, and the brits decent mobile artillery.
short of releasing another expansion there isn't any way for relic to charge for the time put into developing said units though so we won't see them.
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