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russian armor

Pls make the Flak emplacements usefull

2 Jan 2017, 16:52 PM
#21
avatar of Imagelessbean

Posts: 1585 | Subs: 1

Unit is bad, real bad.

OKW should lose base flaks and gain bunkers as Elchino said. Flak emplacement could then get some love of some sort.

Maybe they could get the shoot through ground bit and some more suppression so they could function to protect cutoffs. Crew should probably not be killable.
2 Jan 2017, 19:54 PM
#22
avatar of Stark

Posts: 626 | Subs: 1

We have 2 axis faction, lets don't make them the same, i know it's simple solution but we need diversity, Just buff flak emp, that's IT
2 Jan 2017, 20:01 PM
#23
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post2 Jan 2017, 19:54 PMStark
We have 2 axis faction, lets don't make them the same, i know it's simple solution but we need diversity, Just buff flak emp, that's IT

I don't understand how buffing the flak emplacement would make the two factions the same. Maybe you could give me your wisdom?
2 Jan 2017, 20:32 PM
#24
avatar of Mr. Someguy

Posts: 4928

Unit is bad, real bad.

OKW should lose base flaks and gain bunkers as Elchino said. Flak emplacement could then get some love of some sort.


The game considers the Base Flaks and Luftwaffe Flaks to be different units, so they can be changed independently of each other. For simplicity and logic's sake, they should probably just gain the MG Bunker.
2 Jan 2017, 21:25 PM
#25
avatar of Imagelessbean

Posts: 1585 | Subs: 1



The game considers the Base Flaks and Luftwaffe Flaks to be different units, so they can be changed independently of each other. For simplicity and logic's sake, they should probably just gain the MG Bunker.


Good to know, but I also like to avoid confusing players by offering two of the same unit but with different stats.

The base flaks still remain on my list of things I would like to see changed since they are for a faction that used to lack snares on their infantry and could be hunted down by clown cars. I see very few reasons with they should retain this benefit. If the issue is still the timing of the clown car then the clown car needs to be adjusted not an entire faction.
4 Jan 2017, 13:16 PM
#26
avatar of ullumulu

Posts: 2243

The Think is: u haven`t much Commanders as OKW...and in 2 or 3 Commanders is this shitty thing, which take a Space for a other usefull thing.

Pls buff it..or remove it form this commanders.
4 Jan 2017, 15:25 PM
#27
avatar of Dangerous-Cloth

Posts: 2066

L3P

If placed properly it can be a game changer. I once placed it on an opponents cut-off in the first 25 minutes of the game. He could't believe his eyes and rage quitted!
4 Jan 2017, 15:28 PM
#28
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post2 Jan 2017, 19:54 PMStark
We have 2 axis faction, lets don't make them the same, i know it's simple solution but we need diversity, Just buff flak emp, that's IT


I keep hearing this argument for Axis diversification. Yet when we look at Allied factions and their wishes, they all need to have the same power and functionality. :romeoBANG:
4 Jan 2017, 16:22 PM
#29
avatar of Aradan

Posts: 1003

We dont need more cancer from any faction. Lets replace Flak emplacements for trenches.
4 Jan 2017, 17:20 PM
#30
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post4 Jan 2017, 16:22 PMAradan
We dont need more cancer from any faction. Lets replace Flak emplacements for trenches.


Trenches are cancer lol
4 Jan 2017, 18:41 PM
#31
avatar of Stark

Posts: 626 | Subs: 1


I don't understand how buffing the flak emplacement would make the two factions the same. Maybe you could give me your wisdom?


l2read

buff flak expect replacing it with ostheer bunker
4 Jan 2017, 19:24 PM
#32
avatar of Aradan

Posts: 1003



Trenches are cancer lol


You need just flame grenade, another grenade, or target it with AT gut. No problem with trenches.
4 Jan 2017, 21:57 PM
#33
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post4 Jan 2017, 19:24 PMAradan


You need just flame grenade, another grenade, or target it with AT gut. No problem with trenches.


I see
5 Jan 2017, 07:09 AM
#34
avatar of ullumulu

Posts: 2243

L3P

If placed properly it can be a game changer. I once placed it on an opponents cut-off in the first 25 minutes of the game. He could't believe his eyes and rage quitted!


this must be a very nooby opponent...i cant believe that someone have a problem with this shitti emplacment.

Pls post a video where we can see how good this thing is...
6 Jan 2017, 07:37 AM
#35
avatar of Plaguer

Posts: 498

The only thing that Flak Emplacements offer is light AT :snfPeter: But as soon as infantry comes along they die
6 Jan 2017, 11:08 AM
#36
avatar of Mirdarion

Posts: 283

The only thing that Flak Emplacements offer is light AT :snfPeter: But as soon as infantry comes along they die


That thing has less penetration than the 222, how exactly can you consider it to be light AT at that point?
7 Jan 2017, 13:48 PM
#37
avatar of Plaguer

Posts: 498



That thing has less penetration than the 222, how exactly can you consider it to be light AT at that point?


Well, it kills Scoutcars, Half Tracks, even light tanks if you're lucky so yeah
8 Jan 2017, 03:16 AM
#38
avatar of kingdun3284

Posts: 392

Replace the base defense of okw with bunker, then you can buff it.
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