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russian armor

(may preview) okw medic truck and anti-tank

1 May 2016, 09:01 AM
#1
avatar of Firesparks

Posts: 1930

Currently the medical truck present an Achilles heel for the okw due to the building's lack of anti-tank. previously the okw basically spam schreck, but that's no longer an option in the preview.

while people have been floating the suggestion of adding a "panzerjager", I would say the better idea is to buff an currently underused flak halftrack.

Its penetration and setup time should be buffed to make it a viable defense unit for the OKW.

This would give the okw more breathing room as it tech to either a puma or the jpz4.
Kri
1 May 2016, 09:04 AM
#2
avatar of Kri

Posts: 60

What you say is a flak halftrack can replace the missing AT?

I agree that it should receive a small buff to make it more viable, but i think your logic is flawed.
1 May 2016, 09:09 AM
#3
avatar of Australian Magic

Posts: 4630 | Subs: 2

Well, it's not like Lieutenant lacks of AT since the WFA yet we all live with this.

Opoosite to USF, OKW can field AT gun when when going to AI tier.
1 May 2016, 11:38 AM
#4
avatar of mortiferum

Posts: 571

Well, it's not like Lieutenant lacks of AT since the WFA yet we all live with this.

Opoosite to USF, OKW can field AT gun when when going to AI tier.


Yes and no at the same time.

OKW compensated with Shrecks, USF have zooks.

Raketen is a joke at countering lights while 57mm sucks against Heavys (Rationale: Raketen get wiped by everything, 57mm does not pen heavies)
aaa
1 May 2016, 12:04 PM
#5
avatar of aaa

Posts: 1487

Okw is the most no-skill faction. This will make them even more obnoxious. They will camp behind that shit with mortars and fast stukas.

Game needed more skill play not more garbage play.
1 May 2016, 12:05 PM
#6
avatar of mortiferum

Posts: 571

jump backJump back to quoted post1 May 2016, 12:04 PMaaa
Okw is the most no-skill faction. This will make them even more obnoxious. They will camp behind that shit with mortars and fast stukas.

Game needed more skill play not more garbage play.


You meant Terminal Cancer regiment? Sim city must take a great deal of skill

))))))))))))))))))))))))))))))))))))))
1 May 2016, 13:06 PM
#7
avatar of Shanka

Posts: 323

Allow the flak track to shoot while moving with a limited cone of fire (like 180 degrees facing front) and when fully deployed and stationnary give it better suprresion
1 May 2016, 17:59 PM
#8
avatar of GenObi

Posts: 556

Yeeeaaahhh nooo, if micro propey the flak track doea its job /thread
1 May 2016, 18:01 PM
#9
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

jump backJump back to quoted post1 May 2016, 13:06 PMShanka
Allow the flak track to shoot while moving with a limited cone of fire


+1
1 May 2016, 19:31 PM
#10
avatar of dasheepeh

Posts: 2115 | Subs: 1

jump backJump back to quoted post1 May 2016, 12:04 PMaaa
Okw is the most no-skill faction. This will make them even more obnoxious. They will camp behind that shit with mortars and fast stukas.

Game needed more skill play not more garbage play.


you need to stop being garbage by stopping to ignore the axis part of this game
1 May 2016, 19:52 PM
#11
avatar of __deleted__

Posts: 236

Flak halftrack is indeed in need of some love for sure.
aaa
1 May 2016, 19:58 PM
#12
avatar of aaa

Posts: 1487

Flak halftrack is indeed in need of some love for sure.

-1
only thing it needs is teching cost encrease. OKw tree must cost +500MP/100F not +200/30 as in patch. It will still be cheapear than oponents spendings on tech.
1 May 2016, 19:59 PM
#13
avatar of Smiling Tiger

Posts: 207



you need to stop being garbage by stopping to ignore the axis part of this game


+1 aaa never ceases to try to nerf everything axis while pretending its balance
1 May 2016, 20:11 PM
#14
avatar of Smiling Tiger

Posts: 207

The problem with the flak halftrack isnt so much the length of the setup time but the bug that makes it reset whenever you target something else when it is setting up and you cant tell it to move while its setting up because that also resets the timer and you usually need to tell it to move because it drives way to close to the target when you give it an attack order. What I thik they should do is fix the bugs and also decrease the fuel price a bit because it is a risky unit to buy but I dont really think it needs a pen buff.
1 May 2016, 20:50 PM
#15
avatar of ZombiFrancis

Posts: 2742

At the same time, you can hit 'stop' to trigger the set up time and let the momentum propel it a fair distance forward.

I for one have never liked how the flak truck operated. I've always wanted the firing mode to be an immobilizing toggle with the same kind of setup/teardown time and no cooldown.
1 May 2016, 21:36 PM
#16
avatar of hubewa

Posts: 928

The Flak track isn't viable as AT, not even against light vehicles and I'd find it unreasonable as well. I feel the better solution is to get rid of the underutilised (and completely useless) map hack truck IMO.

jump backJump back to quoted post1 May 2016, 12:04 PMaaa
Okw is the most no-skill faction. This will make them even more obnoxious. They will camp behind that shit with mortars and fast stukas.

Game needed more skill play not more garbage play.


jump backJump back to quoted post1 May 2016, 19:58 PMaaa

-1
only thing it needs is teching cost encrease. OKw tree must cost +500MP/100F not +200/30 as in patch. It will still be cheapear than oponents spendings on tech.


aaa being aaa as always. Please refer to this thread for more dank aaa posts.

I must be German biased and bad player :snfCHVGame:
Vez
1 May 2016, 22:33 PM
#17
avatar of Vez

Posts: 141

jump backJump back to quoted post1 May 2016, 13:06 PMShanka
Allow the flak track to shoot while moving with a limited cone of fire (like 180 degrees facing front) and when fully deployed and stationnary give it better suprresion
Agreed
1 May 2016, 23:24 PM
#18
1 May 2016, 23:33 PM
#19
avatar of ABlockOfSalt

Posts: 70

I feel they need to finish the changes that miragefla started in so far as the med truck.


ISG with SMOKE is something I would love to have on live.


Miragefla's flak-track stats make it MUCH more desirable over the current one.

"251 Flak HT

AOE boost to make it more effective against grouped infantry and reduced its non-vet set-up time to better allow it to deploy and redeploy to areas it is required to be. Smoke given a munition price due to OKW now having full income.

-AOE increased to 1.3 from 1
-Initial set-up time reduced from 4 seconds to 3
-Smokescreen costs 20 munitions from 0.
-Damage versus garrison cover from 0.25 to 0.375.
-Non-vet and vetted weapon have 100% increase in damage against aircraft and 50% increased penetration."
2 May 2016, 23:40 PM
#20
avatar of Firesparks

Posts: 1930

Well, it's not like Lieutenant lacks of AT since the WFA yet we all live with this.

Opoosite to USF, OKW can field AT gun when when going to AI tier.


90% of USF go Captain instead of LT. The lack of any AT really hurts the LT building.

Medical truck is in a similar situation without the schreck, except okw need the building for healing.
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