Preventing Heavy rushes when tying heavies to tech
27 Jun 2019, 07:03 AM
#1
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Posts: 789
I think the obvious solution is to have Heavy tank abilties add a 50- fuel 200- mp tech in the final building that has to be bought before they can be called in
Is this a good idea? If not, then tell the balance team your better ideas.
27 Jun 2019, 07:22 AM
#2
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It would result in no reason to ever get a heavy due to it not being worth it.
27 Jun 2019, 07:37 AM
#3
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Posts: 266
In 1v1 heavies are actually pretty easy to counter, so why would ever someone use em, if it is this way. Heavies are not even old wipe machines, so I would rather fight KT, IS2, Tiger and so on, than to deal with medium spams and rocket artilery.
27 Jun 2019, 08:03 AM
#4
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27 Jun 2019, 08:14 AM
#5
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Posts: 110
Just hope that "Reduced" CP requirement is somewhere near 8CP, because difference between 10 and 13 is irrelevant, especially in 1v1/2v2.
27 Jun 2019, 09:23 AM
#6
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Just hope that "Reduced" CP requirement is somewhere near 8CP, because difference between 10 and 13 is irrelevant, especially in 1v1/2v2.
10 could work, 8 is probably better. Still though 10 is better than 13
27 Jun 2019, 10:14 AM
#7
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8CP is borderline, as I had a look at a couple of replays (3v3s and 4v4s) and the average time for 8 CPs was ~15:30m with the earliest at 14:00m. That wouldn't do much for the average time of the OKW Tiger (except for the extreme 11-13 min cases). We're probably going with 9 CPs (average 17:00m and earliest 15:00m) to be safe.
27 Jun 2019, 15:14 PM
#8
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8CP is borderline, as I had a look at a couple of replays and the average time for 8 CPs was ~15:30m with the earliest at 14:00m. That wouldn't do much for the average time of the OKW Tiger (except for the extreme 11-13 min cases). We're probably going with 9 CPs (average 17:00m and earliest 15:00m) to be safe.
Are those 1v1 or 4v4 games ?
27 Jun 2019, 15:15 PM
#9
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Oh, 3v3s and 4v4s, I should've clarified.
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