I feel that some of the doctrine-specified armors have unsuitable tech requirements.
The first armor comes to my mind is Hetzer. Hetzer is an AI armor which works best at middle stage of the game, but Panzer HQ is a late stage tech building. Why would anyone build a AI light-medium armor in the late stage of the game? I would suggest to move it to Mech HQ, so we can have an alternative choice aside from Luchs to do the AI work.
The second armor comes to my mind is M10, this guy doesn't have enough penetration to counter Axis' late armors while flanking is too risky in late stage. Maybe we should merge this guy into Captain's roster?
The last one is OKW Ostwind, I don't think this guy fit with any tech buildings we got here. Maybe move it to the Command HQ and give it a CP requirement.
T34/85, M4E8 and M4/76mm looks fine for me, they have same tech requirements with their base versions.
Doctrine-specified armor tech requirements
9 Dec 2018, 23:19 PM
#1
Posts: 261
PAGES (1)
2 users are browsing this thread:
2 guests
Livestreams
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.35057.860+15
- 3.1110614.644+11
- 4.921405.695+5
- 5.634229.735+8
- 6.276108.719+27
- 7.306114.729+2
- 8.262137.657+3
- 9.1045675.608+3
- 10.722440.621+4
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1237
Board Info
448 users are online:
448 guests
2 posts in the last 24h
7 posts in the last week
35 posts in the last month
7 posts in the last week
35 posts in the last month
Registered members: 49195
Welcome our newest member, fitena
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, fitena
Most online: 2043 users on 29 Oct 2023, 01:04 AM