Multiple Panzer Schwerer Problem
Posts: 2561
In 1v1, it's mostly avoidable. I personally am annoyed that OKW is the only faction who gets free AA, but that isn't really all that terrible. The flak can be avoided if you are selective about where you call in your planes and even when it's close it will still take some time to down it.
But once we start having multiple panzer schwerers on the field there starts to be a real problem. Even just starting at 2, they are capable of knocking out planes with great efficiency. It's gotten to the point where in 3v3s and 4v4s allies have generally given up entirely on loiter abilities. Recons only last a couple of seconds, attacking planes often don't even last till their second runs, and the soviets fuel drops will never make it to base. Allied airpower ends up being non-existent simply because of the fact that there is more then 1 OKW player on the field.
I think the easiest fix for this would be to add a toggle between air and ground fire, so there is some micro involved and there would be less chance that the players across the map will react to every plane. Although this likely won't change much for a cordinated team, it will make things a bit better in randoms.
Or we could switch around some of the side teching costs and put some on the flak HQ so it's less likely every players flak will be active at once.
Posts: 179
This same toggle can also be implemented to the Bofors and Flak 38 ,if ever added (Which I believe is never)
Posts: 253
Posts: 609
Posts: 2885
That way choosing your path in AA is a choice, not something you go not only for free but also without any real choice or action. And in 1v1 matches you can win something by knowing opponents commander and not going AA at all if it is not going to be needed.
Posts: 1304 | Subs: 13
Currently it auto-attacks and cannot be told to attack anything else.
As for AA, give all planes set health and armour, and then use target tables as required for the various AA weapons so it's not random shoot downs.
Posts: 4301 | Subs: 2
Posts: 190
...prefered to go for AAHT over the upgrade for aditional AI and better AA
That is something more that a popcap or price issue for people not using the AAHt. Seriously by the time it takes to setup it is usually nearly killed by a single mortar.
So, you guys know that they prioritize ground units same as bofors? Meaning that you can bring tank in front of it and it shoots the tank like stupid when the plane(s) shoots/bombards something else.
Still again if OKW upgrade their base structures. Upgrades should be freed in a way that they could have 3 Shwere flaks or 3 Medical trucks or 3 repair trucks depending on what they might fancy.
Posts: 747 | Subs: 2
Posts: 1389 | Subs: 1
1. If people don't want to lose their planes because of base flaks - change them on HMG bunkers. They are already useless against planes on 99%.
2. If people don't like AA capabilities of Panzer Schwerer - make separate flak-upgrade for building and give it 2 variants of working - or only AA or only ground targets. They can be switched like shells for ISU/M4A3.
Posts: 258
Remove AA capabilities from Base and Tier buildings, problem solved. Slightly reduce Flak-Halftrack cost.
+++++ very much agree with this post
its fix for 2 problems:
1)base and T4 flak emplacemnts instakill planes
2)AA HT that is almost never used because its too expensive and because T4 and base flak already counter planes
Posts: 83
Posts: 1605 | Subs: 1
Posts: 8154 | Subs: 2
1.2-Replace Fortifications Flak emplacement with current Flak base bunkers.
1.3-Disable USF inside base extra MG bunkers
2-Rollback the medic changes on the Med HQ. Medics are free but now the Flak HQ requires an unlock.
2.2-Deploying the Flak HQ truck without AA cost 2/3 of it's current cost but only unlocks Obers + JPIV. Upgrading the Flak in order to get the AA capabilities cost 1/3 + current medic cost and unlocks PIV + PV. In order to get KT, Flak HQ needs to be upgraded once.
Posts: 247
As for AA, give all planes set health and armour, and then use target tables as required for the various AA weapons so it's not random shoot downs.
Posts: 2243
Posts: 1439
Posts: 13
Than pls remove the AA from Bofors....it deals with whole armys..plus is very effective vs planes....plus it cost only 30 fuel....plus it has ground attack...plus it has an artillery mode....plus it has brace
Good im not the only one thinking this then, considering that so early into the game brits can have a 40mm cannon capable of destroying early tanks, armored cars, raping infantry, artying enemy and attacking aircraft that is easily placed in key points in the map and isnt vital for unit production (if its destroyed, doesnt stop them getting High tier tanks).
Posts: 808
Posts: 4630 | Subs: 2
Change flak for a HMG.
Upgrade for X MP and X F to change HMG to flak.
Or just remove AA abilities from it.
Or toggle with cooldown like 15sec so it won't fire after switching for 15secs. It would be stupid to attack ground target and then just switch to AA when see a plane.
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