Only good when you have double bar or m1919.
Nerfed way too hard. All you ever had to do was kite it, but people were too dumb to figure that out.
You are wrong. The ability activated in a nano-second and allowed no counter-play.
maybe my memory is tricking me but at release they just pinned you instantly which made early game unplayable
You are correct. The ability insta-pinned the moment REs saw the enemy infantry. |
ISU152/IS2 envies the KT on the "wiping whole squads" department, that's where it shines.
I mean, it's a great infantry destroyer, perfect for defending VPs, if you want to fight Tank Destroyers (firefly, m36, su85) then you should build proper counters.
The ISU can at least hold some ground vs a Panther, the KT has to start rolling away the minute it gets hit and even then the speedy Allied tanks can catch it and destroy it without it being in range or having the turret rotate fast enough to fire back a single shot. The ISU also doesn't require any tech so you can save fuel for it, where as the KT costs all the tech plus the fuel penalty.
At the very least make it faster, because its speed is such an issue. Increase its scatter or the explosive impact of shells a little to make it less wipey against Allied infantry, but as just an AI tank it is too costly. |
It's just not the best unit for 1s, deal with it. I know your frustration, both Axis factions are UP at them moment. This makes you seek a WildCard iWin Anti Everything tank to turn the tide and win the game after like 20 minutes of frustrating struggle against RifleDerps.
Point is, a supported KT (mostly in 2s+) is a beast. It really is. If OKW is overhauled/tweaked/buffed you would not need a better KT. Imagine if other units had better synergy with the current KT, what would happen then? So I think you want KT to be more powerful to compensate other flaws, which is not the way to balance OKW. OKW needs a total overhaul, and apparently relic is willing to do that.
If Relic removes OKW's fuel penalty then I can see the KT as being better, but I would still like some kind of speed increase or HP buff, because as is, it really doesn't combat tanks very well and given the fuel penalty you can't afford anything to support it. I think the Allied fanboys are still scared of it when it had over 400 armor, but now it doesn't plus most Allied AT got some kind of buff.
For a doctrinal unit this one goes next to the T34/76 as something that is too expensive and UP for all the tech costs you have to jump through to get to it. |
No armor buff, maybe slight HP buff and a speed buff to both movement and turret. The problem is they gave it both a slow turret and slow movement, so anything that doesn't die to its first shot(any allied tank)will be able to flank it to death, yes even the Stuart and T70 (given the time, although given the KT speed it can't really get away) can kite this unit to death. The problem with this being an AI point holder is that then you can't get any other armor for a while, given its unit cost plus the tech cost. Allies can exploit this weakness with a swarm of medium tanks to overwhelm even shrek blobs. |
Change Vet 5 system into a Vet 3 and remove resource penalty, but adjust costs on units and buildings. Vet 5 is unreachable 99.99% of the time on 80% of the OKW units due to insane vet requirements. Remove the resource penalty and adjust teching costs and some vehicle costs, it really isn't a "good" design IMO given how the costs for Brits is handled. |
I hadn't seen this unit in a long long time in 1v1. Came across one recently, my JP4 had no problem countering it at vet 3. This unit definitely needs some work!
I bet you haven't seen Jagdtiger in a 1v1 game for a long time as well. Not every unit is made for 1v1, I know people wish they were, but some are really made for team games. ISU is a good point guard. Have some Engies near a point to sight for the ISU and watch as the Gren blobs approach and your ISU starts sniping squads. |
I do want OKW to be redesigned, USF designs is okay(having the bases properly faced will be nice), but OKW is just such a boring hard to play faction right now. |
If only there was a building that let you convert munitions resource to fuel.
Sure, although now I can't afford Shreks, because I wanted to get out my AI only tank, so the Shermans and Centaurs and Cromwells and T70s roll all over my army.
Or some kind of ability that allowed you to get free fuel off the wrecks or abandoned team weapons.
Yep that would be sweet, but the decent opponents I face destroy that stuff and my infantry aren't bulletproof while salvaging.
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They spam Volk squads because all the other OKW infantry are mediocre for the cost(at Vet 0) and in team games, due to the arty spam, OKW wants to use its only strength, manpower, so it builds its cheapest infantry in droves. Building 2-3 Obers and having some Kattys one shot them is insanely annoying and costly, losing 1-2 of 6 Volk squads isn't as painful.
Panthers don't have good AI, so one of you spam Maxims into Shocks/PPsh Cons into Kattys and the other spam Maxims into Zis guns into T34/85s or ISU or IS-2 (just keep them behind the maxims). |
The main question is still this- what are the 'extremely powerful units' and vet 5 good for right now in OKW gameplay that justifies the crippling resource penalties.
All the powerful units are nerfed,vet 5 is an excuse rather than an actual regular feature in competitive games.
33% fuel and 20% munitions is a huge penalty,rewards should be commensurate with risk.Right now it isn't.Its a very weak faction.
This is one of the big things, SO many units vet stupid slow and never even make Vet 3. Reduce OKW units to Vet 3 and spread the bonuses between that Vet system. |