YoU haVe just dEScRibEd volkS there.
Nope LOL, volks don't scale like an elite 5 men g43 vet 3 grenadier squad that outdps 4 men double bren
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YoU haVe just dEScRibEd volkS there.
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Posts: 573
Made some tests to Urban Defensive doctrine.
Guys, you represent a balance team so can you explain me and others why is that Forward HQ is so dirty cheap from what it does? Why doesn't it has CP requirement?
Can you imagine how deadly it can be in teamgames especially in certain maps.
It costs only 200 mp 25 fuel (buildable version) or 250mp 40 fuel to transform a house. It buffs near infantry, heal squads, you can reinforce (EVEN when terrytory is decapped).
There is no other forward HQ that is so cheap and gives so much in exchange. Any other faction has to upgrade healing, doesn't get any buffs to nearby units. No other faction can implemented such a strat so early on the battlefield where there isn't serious counter yet. Someone may say "but becouse it comes so early you lack of infantry present on the field". Yes but to kill it i have to get not 1 but at least 2 mortars or isg's to destroy it which also put a player behind in infantry present.
All above brings cancerous gameplay in teamgames which shouldn't be implemented. This commander wasn't used becouse other abilities were really weak. But now with better AT gun, insanly good KV (too good but that;s for another topic).
PLZ take it serious and consider giving it at least 2CP when match will be at stage where axis can pull counters to that stratigic build. Also at least test an upgrade for healing and bonuses to nearby units.
Posts: 857 | Subs: 2
Made some tests to Urban Defensive doctrine.
Guys, you represent a balance team so can you explain me and others why is that Forward HQ is so dirty cheap from what it does? Why doesn't it has CP requirement?
Can you imagine how deadly it can be in teamgames especially in certain maps.
It costs only 200 mp 25 fuel (buildable version) or 250mp 40 fuel to transform a house. It buffs near infantry, heal squads, you can reinforce (EVEN when terrytory is decapped).
There is no other forward HQ that is so cheap and gives so much in exchange. Any other faction has to upgrade healing, doesn't get any buffs to nearby units. No other faction can implemented such a strat so early on the battlefield where there isn't serious counter yet. Someone may say "but becouse it comes so early you lack of infantry present on the field". Yes but to kill it i have to get not 1 but at least 2 mortars or isg's to destroy it which also put a player behind in infantry present.
All above brings cancerous gameplay in teamgames which shouldn't be implemented. This commander wasn't used becouse other abilities were really weak. But now with better AT gun, insanly good KV (too good but that;s for another topic).
PLZ take it serious and consider giving it at least 2CP when match will be at stage where axis can pull counters to that stratigic build. Also at least test an upgrade for healing and bonuses to nearby units.
Posts: 3166 | Subs: 6
Locking it behind 2 CP and changing cost to 250 MP/100 Munitions (basically 80% of the cost of ost command and medic bunkers) is reasonable. Aura could also become activated ability that costs munitions too.
Urban commander does not have much munition sinks after incendiary arty got removed
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Posts: 573
Posts: 390 | Subs: 2
Made some tests to Urban Defensive doctrine.
Guys, you represent a balance team so can you explain me and others why is that Forward HQ is so dirty cheap from what it does? Why doesn't it has CP requirement?
Can you imagine how deadly it can be in teamgames especially in certain maps.
It costs only 200 mp 25 fuel (buildable version) or 250mp 40 fuel to transform a house. It buffs near infantry, heal squads, you can reinforce (EVEN when terrytory is decapped).
There is no other forward HQ that is so cheap and gives so much in exchange. Any other faction has to upgrade healing, doesn't get any buffs to nearby units. No other faction can implemented such a strat so early on the battlefield where there isn't serious counter yet. Someone may say "but becouse it comes so early you lack of infantry present on the field". Yes but to kill it i have to get not 1 but at least 2 mortars or isg's to destroy it which also put a player behind in infantry present.
All above brings cancerous gameplay in teamgames which shouldn't be implemented. This commander wasn't used becouse other abilities were really weak. But now with better AT gun, insanly good KV (too good but that;s for another topic).
PLZ take it serious and consider giving it at least 2CP when match will be at stage where axis can pull counters to that stratigic build. Also at least test an upgrade for healing and bonuses to nearby units.
Posts: 626 | Subs: 1
Also regarding "insanly good KV (too good but that;s for another topic)"
Is this some kind of new meme? Look at KV-2 stats post buff, its still inferior to IS-2 in every single way aside of AI performance which is merely equals ISU but ISU has 30 longer range and can fire those shells without ever needing to use stationary siege mode, which makes it far more responsive to enemy pushes.
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Becouse in sage mode it has:
1. range of a elefant
2. can fire behind houses and any other blockers
don't you see any problem here at all?
Posts: 390 | Subs: 2
Second: siege mode was not buffed in any way aside of AoE profie buff, KV-2 in siege mode behaves exactly as it did before buff, its normal tank mode that recieved buff in commander patch
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You realize KV-2 AoE profile buff was exactly the same thing that happened to ISU and Brummbar? Wider aoe radius but less damage in center of AoE itself, it never meant to turn it into a wipe machine (and it didnt)
Also I'm pretty sure you dont need Elefant/JT to counter KV-2, it literally loses 1v1 against single Panther even after buff it's received, at JT you mentioned before can shoot through shot blockers.
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