Tank Crush
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This might be premature, but seeing as the patch has been delayed there is plenty of time to shoot the shit.
Anyone think in their right mind that since this preview balance mod will nerf axis blobs, and rifle blobs are untouched, that the superior allied tank crush ability should be heavily nerfed?
It's a bullshit imbalance in the game - was originally intended to help deal with axis blobs, but now that is not needed. How's about it?
It's just funny that a dedicated Anti Infantry tank like a luchs or ostwind can stand in front of a rifle squad and take one model off every five or so seconds, and an M10 (a tank destroyer) can just roll up to a bunch of grens or volks and kill half the models instantaneously.
I'm with yer OP.
Axis get the short end of the stick with this mod.
I hope it doesnt get to the main game.
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Units sticky themselves to cover no matter where you click in a certain area and that clumps them making them easily crushable.
Pathfinding is also abominable in this game with units getting stuck inside each other and other nonsense. It makes flanks much, much more difficult than they were in COH1 which had a more simple pathfinding code base.
Basic problem is just how badly this game microes and how the unit input gets worse as more units fill up the map.
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Posts: 677
Adding a small stun or speed reduction to tanks snares that do not do engine damage or a stun to hand help AT weapon firing at very close range would probably be enough to fix the problem.
Crush would still be in the game but it would be more dangerous to pull off
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Crush is super fun and is less of an issue now BC volks have snares instead. Snares are counter to crush.
Posts: 677
Snares are counter to crush.
Not really since one need multiple snares hits to cause engine damage (and can still crush infantry).
Further more USF crew can fix the damage in matter of seconds and at a very low price.
Posts: 70
There were times where this was utterly frustrating horse shit but they were rare. Eg : My infantry get out of a building at the wrong time and are rundown by a stray P4. While frustrating I could have easily avoided the situation by using another door.
Don't blob and if a tank is doing the dance to crush your squad it's time to retreat. If you don't like that there's not much that can be done for you. Unless you just walked around the corner at the wrong time and lost a squad there is usually a good bit of warning that's what hes going for.
Posts: 728
Just because volks won't have shreks does not mean they will not blob them we will see.
You also forget that okw will have faust now.... that is going to make it a lot more risky think about it.
Posts: 1072
Not really since one need multiple snares hits to cause engine damage (and can still crush infantry).
Further more USF crew can fix the damage in matter of seconds and at a very low price.
It still hugely negates the usage of crush. Hit it once with something else or double faust it and crush isn't a problem anymore.
Posts: 677
It still hugely negates the usage of crush. Hit it once with something else or double faust it and crush isn't a problem anymore.
The fact that there answer to crush humans does not mean that thing are fine and should not be improved. By adding a small stun or slow to AT snares one solve the issue very easily...
Posts: 97
It still hugely negates the usage of crush. Hit it once with something else or double faust it and crush isn't a problem anymore.
Posts: 728
I feel like just because okw will have to pay side tech like every other faction does then we must have 50 post on trying to nerf something allied. These coming changes are things that should have been thought about long before relic decided to "redesign" okw.
Posts: 2561
It makes the m10 so good that no one even notices the rest of the commander is absolute shit.
Posts: 362
Personally I'd remove all infantry crushing from the game.
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