Be able to repair Soviet FHQ
Posts: 521
Soviet FHQs costs 60 fuel, a really big investment that delays teching. Is it too much ask to be able to repair it? To make it balanced, it could have a really slow repair rate, or not be able to be repaired while under fire.
This could also apply to British Tactical Support FHQ.
Thoughts?
Posts: 1276
Posts: 959
With the latest patch, Relic reintroduced grenades doing damage to buildings again for some damn reason. Things like Bundle and Rifle Grenades often knock 1/3 to 2/3 of the health off medium sizes buildings and can 1 shot smaller ones.
Soviet FHQs costs 60 fuel, a really big investment that delays teching. Is it too much ask to be able to repair it? To make it balanced, it could have a really slow repair rate, or not be able to be repaired while under fire.
This could also apply to British Tactical Support FHQ.
Thoughts?
u're trolling/joking right?
good job, made me laugh
Posts: 521
They should just reduce the price on it. Its a HUGE investment and rly depends on the building. Could use a balance pass to be 30-40 fuel rather than 60 but being able to repair ambient buildings I feel is silly.
No, I mean just be able to repair the FHQ, not all ambient buildings. You can easily hard counter it by using a walking stuka or panzerwerfer, which almost always destroy buildings with 1 barrage.
Posts: 1248
Posts: 154
Posts: 1042
Posts: 1072
Posts: 3103 | Subs: 1
FHQ is OP or UP depending on the map. Ettlebruck for example. Get the central building and its basically GG.
Precisely why the Soviet FHQ should be repairable but just be a separate building that's created by your units (and then probably require heavy rebalancing, of course).
I just can't see how the gimmick can be healthy and stable gameplay without causing the FHQ to be entirely the same no matter what garrisoned building it's built out of, negating the entire point of the gimmick anyway. It should just go.
Posts: 2115 | Subs: 1
Posts: 8154 | Subs: 2
Precisely why the Soviet FHQ should be repairable but just be a separate building that's created by your units (and then probably require heavy rebalancing, of course).
I just can't see how the gimmick can be healthy and stable gameplay without causing the FHQ to be entirely the same no matter what garrisoned building it's built out of, negating the entire point of the gimmick anyway. It should just go.
We could start by removing the increase damage modifier. Damage modifiers are bad bad bad
Posts: 4630 | Subs: 2
Repairing would be really nice.
Posts: 149
Posts: 609
Livestreams
13 | |||||
244 | |||||
43 | |||||
27 | |||||
2 | |||||
1 | |||||
1 | |||||
1 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1099614.642-1
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
7 posts in the last week
39 posts in the last month
Welcome our newest member, Huhmpal01
Most online: 2043 users on 29 Oct 2023, 01:04 AM