Bunderwehr timeleap tactic:
0CP: Heckler & Koch MG5 will be supplied replacing MG34
2CP: Volksgrendiers can upgrade with Heckler & Koch G36 rifles, Panzerfaust 3 will replace Panzerfaust
5CP: Schützenpanzer Puma call in
13CP: Twin Leopard II battle group call in
20CP: A squadron of Eurofighter will ensure air superiority and strafing run with AGM for 3 mins
is the king tiger the best single tank in the game?
28 Mar 2019, 10:05 AM
#41
Posts: 2779
28 Mar 2019, 10:13 AM
#42
Posts: 783
For KT
Why not trade damage from 240 to 160 for faster reload and better AOE.
OR
Increase Vehicle speed only
OR
Just make it more useful than something that soaks damage and misses infantry.
Why not trade damage from 240 to 160 for faster reload and better AOE.
OR
Increase Vehicle speed only
OR
Just make it more useful than something that soaks damage and misses infantry.
28 Mar 2019, 12:07 PM
#43
Posts: 3260
Its also disingenous to suggest that a non-penetrating hit 'does nothing' in the real world.
The game used to have loads of that sort of thing. Heavy tanks had something called a Deflection Critical where they had a chance to hard stun a tank if their shells bounced.
People hated it, so it got cut.
28 Mar 2019, 12:09 PM
#44
Posts: 17914 | Subs: 8
The game used to have loads of that sort of thing. Heavy tanks had something called a Deflection Critical where they had a chance to hard stun a tank if their shells bounced.
People hated it, so it got cut.
Actually, there were many more temporary criticals, like blind, immobilize, snare from regular shot.
They all were removed or bound to abilities.
28 Mar 2019, 12:21 PM
#45
Posts: 808
KT doesn't need buff, Allied TD's penetration needs to be toned down. (jagtiger and ele will also need to have ther armour reduced).
28 Mar 2019, 12:25 PM
#46
Posts: 5279
The game used to have loads of that sort of thing. Heavy tanks had something called a Deflection Critical where they had a chance to hard stun a tank if their shells bounced.
People hated it, so it got cut.
very different though. stuns are pretty bad as a passive inflicted on an enemy, especially RNG stuns... the game has shifted from the state you are referring to where the game was more a flashy game of dice than an actually skill based game.
armour combat is more or less that last remaining holdout in unbridled RNG. much like the B4 howitzer RNG can maketh or it can breaketh, which is fine for equal roles and investments, but not hardcounters or over investments (how many times have we all seen a panther squiff a kill shot at pointblank?)
all or nothing does not make for a good game, it doesnt make for a balanced game.
28 Mar 2019, 12:29 PM
#47
Posts: 3260
Would deflection damage really help there?
Maybe psychologically, but the whole penetration mechanic is fundamentally random.
Maybe psychologically, but the whole penetration mechanic is fundamentally random.
28 Mar 2019, 13:03 PM
#48
Posts: 5279
Would deflection damage really help there?
Maybe psychologically, but the whole penetration mechanic is fundamentally random.
Constantly dealing damage is a win for a hard counter compared to where they were before the pen buffs ,even if it's only say half. Meanwhile taking half damage is a win for armour compared to now where it takes full damage every hit.
Its sort of like a forced alignment. Armour can still be a very important stat that isn't invalidated by a single unit, but that single unit isn't failimg to do its job
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