oh yes it does.
you really dont know what u talk about.
Soviets:
Healing: fuel free
T1: 10
T3: 85
T70: 70
165
Okw:
1st truck: 15
2nd truck: 15
Tier 1: 25
Healing: 15
Tier 2: 50
Luchs: 60
165
Posts: 1660
oh yes it does.
you really dont know what u talk about.
Posts: 1220
i said "free"
Posts: 367
Soviets:
Healing: fuel free
T1: 10
T3: 85
T70: 70
165
Okw:
1st truck: 15
2nd truck: 15
Tier 1: 25
Healing: 15
Tier 2: 50
Luchs: 60
165
Posts: 818
Soviets:
Healing: fuel free
T1: 10
T3: 85
T70: 70
165
Okw:
1st truck: 15
2nd truck: 15
Tier 1: 25
Healing: 15
Tier 2: 50
Luchs: 60
165
Posts: 1323 | Subs: 1
Posts: 3602 | Subs: 1
...
Posts: 2439 | Subs: 6
Posts: 911
Luchs needs to come about 45 seconds later than it does in live.
If you can find us an alternative way to implement this, we'd be happy to hear it. So far this is the only solution that works. Do you prefer throwing a 22-fuel nerfhammer on Mech->Luchs builds instead?
MP | Fuel | Start Fuel | Build Time | |
Luchs | 100+200+265: 565 | 15+50+60: 125 | 10 | 45 s |
Stuart | 200+270: 470 | 60+70: 130 | 15 | 50 s |
AEC | 180+100+280: 560 | 30+15+60: 105 | 20 | 45 s |
Luchs 85 secs build time isn't so tragic as it sounds. I mean, M20 has a 60 second build time, and it also deadlocks your LT tier build order until it's ready.
Posts: 3602 | Subs: 1
Ahahhahaha
So...
1)you advocated some kind of "hurr durr muh low skill balance" to retain "out of jail free card" smoke much more skilled players than you (namely hans) consider retarded and stupid, now you are back on "elitist" mode because, what, a 500 rank ? Lul
Posts: 88
Posts: 2458 | Subs: 1
And are you assuming that the luchs should come out at the same time as the Stuart or AEC? Why should that be the case, Stuart and AEC are its natural counter and are still decent vs infantry, there should be a window where the luchs should be effective, otherwise what is the point of having an AI vehicle that arrives at the same time as its hard counter?
Posts: 1002 | Subs: 2
I have seen the luchs come out before 6 minutes on a map like crossroads, this is quite early for a light tank, 1 minute after the m20 scout car can make an appearance from USF.
Posts: 1323 | Subs: 1
Posts: 911
Why should OKW enjoy a time during which they can push everyone back to base because their is no effective counter to Luchs? This is not how COH2 works.
Posts: 4183 | Subs: 4
Posts: 1660
And are you assuming that the luchs should come out at the same time as the Stuart or AEC? Why should that be the case, Stuart and AEC are its natural counter and are still decent vs infantry, there should be a window where the luchs should be effective, otherwise what is the point of having an AI vehicle that arrives at the same time as its hard counter?
And also why is an AT gun not an acceptable counter? Sure its immobile but consider OKW vs Clown car. Apparently the option of building (blindly) a rak is good enough for OKW, why isn't building a 6 lpr or m51 not good enough for USF or UKF?
All in all making the luchs have an 85 second build time, which makes it longer than every other unit in the game is just laughable. If you are desperate for a nerf you could just increase its Manpower to like 300, at least that's an elegant solution.
So 85 second build time for clown car and other light vehicles?
Posts: 911
Why should OKW enjoy a time during which they can push everyone back to base because their is no effective counter to Luchs? This is not how COH2 works. If your Luchs isnt effective just because their is a counter on the map then you need to L2P and not blame "balance". OKW has no right to get a "counter-free" window of Luchs early game dominance.
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