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What to do with the KT?

What to do with the KT post nerf?
Option Distribution Votes
26%
20%
31%
14%
9%
Total votes: 88
Vote VOTE! Vote ABSTAIN
26 Mar 2018, 14:26 PM
#1
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

So what do we do with the KT now? Explain why please.
26 Mar 2018, 14:28 PM
#2
avatar of JohnSmith

Posts: 1273

Buff the scatter against intended targets. That's all. A small change. Don't make it back to pre nerfs levels.
26 Mar 2018, 14:36 PM
#3
avatar of strafniki

Posts: 558 | Subs: 1

certainly dont overbuff so it keeps oneshotting 6 man squads all time, again..
26 Mar 2018, 14:38 PM
#4
avatar of Vipper

Posts: 13496 | Subs: 1

Balance separately than other vehicles like medium tanks.

Increase size and have certain units use special high penetration low accuracy munition against it.

The reason I simple one can not balance such powerful units across all modes. They will either be too powerful in 1vs1 or too weak in 4vs4 while any attempts to balance TDs against the KT, makes TDs OP vs medium tanks.
26 Mar 2018, 15:06 PM
#5
avatar of Esxile

Posts: 3602 | Subs: 1

Is it so bad on 4vs4? Haven't play that mod since the patch. Still a pain in the ass on 1vs1 to deal with but at least it doesn't one shot anymore anything on feet.
26 Mar 2018, 15:09 PM
#6
avatar of JohnSmith

Posts: 1273

At the moment, it's alright in 4on4 if supported, which I think it's OK. But it tends to miss too much - it's often better to get 2xJP4 or anything in numbers instead.
26 Mar 2018, 15:11 PM
#7
avatar of DANTIR172

Posts: 26

armor buff is all it needs
26 Mar 2018, 15:14 PM
#8
avatar of Katitof

Posts: 17914 | Subs: 8

Its pretty much slow non doctrinal IS-2 with more HP, more range and 50% higher damage.
Its fine as it is.
26 Mar 2018, 15:25 PM
#9
avatar of DedoStorm

Posts: 26

Make it slower than penals. Its hard to kill it with infantry alone. Typically have to button it skilfully with guards and rush with cons/penals to slow before an su76/jackson/t34 can kill it.
26 Mar 2018, 16:08 PM
#10
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Decreasing it's Vet requirements would probably help - it always vetted slowly but it was okay pre-nerf because it was a squad wiping machine. Now that it's not such a power spike you could probably let it Vet more. (or Front-load scatter reduction to Vet 1 or something).
26 Mar 2018, 16:41 PM
#11
avatar of Smiling Tiger

Posts: 207

jump backJump back to quoted post26 Mar 2018, 15:14 PMKatitof
Its pretty much slow non doctrinal IS-2 with more HP, more range and 50% higher damage.
Its fine as it is.


The problem with comparing it to the IS 2 and saying its fine is that the IS 2 is also in a pretty bad spot right now. They both have the same problem, their scatter sucks, so they can hardly hit infantry, the difference is that the KT has to fight larger and better squads with better supporting TDs.
26 Mar 2018, 16:55 PM
#12
avatar of Katitof

Posts: 17914 | Subs: 8



The problem with comparing it to the IS 2 and saying its fine is that the IS 2 is also in a pretty bad spot right now. They both have the same problem, their scatter sucks, so they can hardly hit infantry, the difference is that the KT has to fight larger and better squads with better supporting TDs.

That's why KT has more hp and higher damage.
It itself also is supposed to have a backup of infantry.

And I completely fail to see how a tank having to fight tank destroyers which hardcounter it should be any issue here. If you are using all or nothing card, you need to be ready to lose it when opponent is prepared with correct counter, especially now that allied TDs are actually able to put a dent in its armor.
26 Mar 2018, 16:56 PM
#13
avatar of Waegukin

Posts: 609

To avoid it becoming an RNG wipe cannon, I'd rather see the damage/range on its MGs boosted up to fill the AI gap left by the scatter nerf
26 Mar 2018, 17:05 PM
#14
avatar of Lago

Posts: 3260

Spearhead to Vet 0.
26 Mar 2018, 17:17 PM
#15
avatar of TheGentlemenTroll

Posts: 1044 | Subs: 1

Cost down, MGs damage to infantry up, maybe a slight armor buff so su76s cant just reliably pen the thing.
26 Mar 2018, 17:30 PM
#16
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

This thread is already a mistake :rofl:
26 Mar 2018, 17:48 PM
#17
avatar of Alphrum

Posts: 808

armour buff to 400
26 Mar 2018, 17:58 PM
#18
avatar of FichtenMoped
Editor in Chief Badge
Patrion 310

Posts: 4785 | Subs: 3

This thread is already a mistake :rofl:


Isn't every balance thread turning into a mistake sooner or later? x)
26 Mar 2018, 17:58 PM
#19
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

The thing honestly just likely needs a slight price reduction, adjustment to AOE so it does more damage on the outer edge but less in the center -its OHK radius is still pretty large- and allowing its veterancy to actually come in and be more worthwhile.
26 Mar 2018, 18:04 PM
#20
avatar of Smiling Tiger

Posts: 207

jump backJump back to quoted post26 Mar 2018, 16:55 PMKatitof

That's why KT has more hp and higher damage.
It itself also is supposed to have a backup of infantry.

And I completely fail to see how a tank having to fight tank destroyers which hardcounter it should be any issue here. If you are using all or nothing card, you need to be ready to lose it when opponent is prepared with correct counter, especially now that allied TDs are actually able to put a dent in its armor.


I know that the KT needs support, but that doesn't mean that it's scatter has to be so bad. Also I never said that the KT having to fight TDs was an issue, I was just stating a fact. Also the armor of the KT and the penetration of allied TDs wasnt changed recently, so im not sure why you are bringing up allied TDs ability to dent the KTs armor. The main thing that changed is that the Jackson got overbuffed.
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