It´s not like there is a huge gap between their performance. But yeah I guess it might be little more durable. Offensive capabilities though... |
KV8, sherman crocodile, what´s the difference? |
Soviet core faction design is its own separate issue, albeit very serious one too. People are just so damn used to their multiple heavies they will never want to give up the option of having more than one at their disposal at given time. Fuel upkeep, however nice that would be, is still more complex to implement than simple cap I think. It would be nice addition on top of that cap for sure. |
It is still indefinitely easíer to focus on one heavy at a time. If caught unprepared, you can try to disable, damage, distract or slow it down to give you some more time to prepare and position accordingly without having to worry about second one waiting behind the corner.
Of course in team games there would still be multiple tigers on field as there are more players, but there´s also the chance that your team has their own as well, so it kind of evens out.
Now I don´t have anything against fuel upkeep or delaying the arrival of heavy tanks, I could take all of those if needed, but the limit should come first IMO. |
Limit on heavy vehicles is an excellent idea.
1. You get your tiger, use it well -> you don´t need another one.
2. You get your tiger and struggle with it. You now have an option to begin saving for a new one in case your tiger gets killed, or you can tech up and have some non doctrinal support for it, which of course might put you at disadvantage if you manage to lose your tiger.
3. You get your tiger, use it carelessly and lose it, then call another one with your saved fuel. Your opponent propably has no problems dealing with the new one too, seeing as you fed his at guns and tank destroyers veterancy with that last one. Why should you deserve luxury of two tigers when you can´t handle even one?
It´s not really rocket science: limit would mean that heavy tanks would arrive in column (one at a time with the added delay of travel time from spawn to front) instead of line (two or more heavy tanks shooting simultaneously and distributing incoming damage among themselves) like it is now. |
I support the limiting of heavy tanks to one per player at time, but I know there will always be people who state it will take away some strategies from game (at least that´s what they say), when, in fact, it adds more strategies not involving heavy tanks.
One point to discuss though is, if and how it should affect medium tank call-ins. I think as long as you can make unlimited panthers, you should also be able to call in unlimited t34-75, kv1, kv8 and sherman e8. But maybe in the case of t34-85, since they perform pretty well, you could only have like three of them on the field at any given time, so you would have to lose at least one to be able to call in the next ones. |
+1 for goliaths. |
Where did OP say he wanted to nerf pgrens? |
Most of the time it certainly feels like I'm playing with or against 13-17-year old people when I go random, judging from chat messages and general behaviour. |
Sounds like an idea, especially considering how easily units hugging each other in cover die to aoe weapons these days. |