Flak HQ truck lost ability to select target
Posts: 328
If there isn't a reason then maybe it could be added back in with this patch.
Posts: 955
I guess it aint there to allow tactics such as distraction by a tank followed by a satchel toss
Posts: 17914 | Subs: 8
Posts: 328
My best guess is that it was accidentally removed when the anti-air fire mode was added, and because no one knew the feature was there no one noticed it had been lost.
Posts: 3260
One trick you've always been able to do is draw fire with one squad while others satchel it.
Posts: 328
Because Relic never make it clear the truck could do that, I think people assumed it couldn't and never tried it, which is why the tactic of distracting its fire whilst other units attacked it always worked so well.
I guess if virtually no one knew about it then there's no point in bringing it back.
Posts: 2307 | Subs: 4
Posts: 246
Doesn't make any sense and needs to be remedied, regardless of what it was like in the past.
Posts: 2885
There's absolutely no reason to have any kind of weapon be unable to be targeted by the player, ever.
Doesn't make any sense and needs to be remedied, regardless of what it was like in the past.
Except it is not a unit. It is a base building. And actually, it not being controllable is the feature advertised by relic when they first released okw. They have shown that it is supposed to be overwhelmed by penal troops with satchels for example.
Some players keep thinking about this building as if it was a fortress, AoE2 style. But it is not, you really have to protect it just like any other building, although it can be useful as a supression tool sometimes.
Posts: 246
Posts: 1044 | Subs: 1
Then base MGs/flak should also be uncontrollable. Can't have your cake and eat it but suddenly change the rules for OKW.
You can build flaks as OKW and target with them so the rules have not been changed for OKW.
Posts: 518
or perfoms pretty mediocre, due its low rate of fire, low damage and also because it isn't able to select a target.
You can build flaks as OKW and target with them so the rules have not been changed for OKW.
Those are not the same as Base-Flaks.
Posts: 328
It was a very useful feature and rewarded players who were able to micro their truck whilst they were being attacked.
Posts: 17914 | Subs: 8
Considering how much it costs and how important it is it makes sense to be able to manually aim it.
It was a very useful feature and rewarded players who were able to micro their truck whilst they were being attacked.
The cost of flak gun on HQ truck is a total of zero menpower, zero muni, zero fuel and zero pop cap.
The truck doesn't cost more because of it, it cost just as much as any other med tank tech.
Flak is simply a completely free addition to it.
Posts: 3166 | Subs: 6
The cost of flak gun on HQ truck is a total of zero menpower, zero muni, zero fuel and zero pop cap.
The truck doesn't cost more because of it, it cost just as much as any other med tank tech.
Flak is simply a completely free addition to it.
However it is part of OKW's risk-reward truck placement. The 'zero cost' Flak option is offset by risking the destruction of your top tier structure. As part of this philosophy I personally find it logical it should have a manual target function. If you're willing to risk putting it on the front lines it should at least have a fair chance of defending itself.
Posts: 17914 | Subs: 8
However it is part of OKW's risk-reward truck placement. The 'zero cost' Flak option is offset by risking the destruction of your top tier structure. As part of this philosophy I personally find it logical it should have a manual target function. If you're willing to risk putting it on the front lines it should at least have a fair chance of defending itself.
While that is true, the risk vs reward applies both ways, you are not forced to build it forward, you can build it behind your cut off or at your base.
If you want to get the benefit of this free gun, you yourself weight the risks and make an individual decision where to place it.
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