Yes, so why are you expecting them to perform equally?
I don't, I'm just pointing out they both sit on exact same shelf.
Both are unable to hit a broad side of the barn.
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Yes, so why are you expecting them to perform equally?
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We're back in the wet dream where KT dominates its intended counters?
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All heavy tanks should be resistant to faust because its ridiculus that 25muni can "kill" your kingtiger
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A better threshold for heavy tanks would be nice, but full immunity seems a bit too much.
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I specifically mentioned smoke launchers as a solution that wouldn't completely nullify the effectiveness of TDs as counters (because of the attack ground mechanics) while giving the KT at least a chance to escape an engagement every once in a while instead of just being a max range XP piñata.
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If a KT need another escape button, then every single tank needs one. KT escape button is its HP pool and Armor, you need at least 2 dedicated TDs to stop it reliably, so with a KT you force your opponent to invest around 250/300 fuel and 600/700 manpower on pure AT only to keep it from rolling all over your defenses.
I don't know what you want more.
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If a KT need another escape button, then every single tank needs one. KT escape button is its HP pool and Armor, you need at least 2 dedicated TDs to stop it reliably, so with a KT you force your opponent to invest around 250/300 fuel and 600/700 manpower on pure AT only to keep it from rolling all over your defenses
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They generally don't have to invest anything because right now the counters to a KT are all mainline units that will be around anway by the time it hits the field, like 1-2 AT guns and 1-2 TDs. The problem the KT has over other tanks in regards to being able to disengage properly is its immensely slow speed and a near crawl once it gets engine critted giving it no chance to escape kiting TDs.
Also, I have no idea why you keep referring to it as a wild card when it costs the immense amount of 720mp and 280fu. If a player can afford to save up that kind of resources, he deserves a good tank instead of the highly-situational-but-generally-POS we have now. It shouldn't be able to tip entire matches over in favour of the Axis just by turning up, that's agreed on, which is exactly why most proposals are moderate buffs that would make it less shit but not as overpowered as before.
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ITT everyone argues KT stats and how to kill/lose KTs. Only one post refers to actually using the KT in a gameplay role, (defending a decisive territory point: a VP). To which the only response was a playercard demand.
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Turret rotation speed could help. Usually if one tanks gets behind a kt, it is dead.
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Random thought, would making Heavy tanks have a lower threshold to crit through snares be good/bad ?
IIRC right now it's global 75%, but what would be the consequences to lower it to say 50%-30% ?
About KT specifically, what blackdream says.
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The KT doesn't have a hard time surviving if you're smart with it.
What it needs is a consistent gun rather than being the B4 on wheels it is at the moment. The best suggestion I've seen is a broad AoE with a low damage peak like the Brummbar got in SBP. That'd make it very consistent at damaging infantry but unlikely to one-hit wipe squads.
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Random thought, would making Heavy tanks have a lower threshold to crit through snares be good/bad ?
IIRC right now it's global 75%, but what would be the consequences to lower it to say 50%-30% ?
About KT specifically, what blackdream says.
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Its simply lowering the risk, making it much more forgiving to play recklessly.
It also impacts general counterplay.