cons - t2 - t3 - t70 = 10 fuel cheaper. Did you even read what i wrote?
Why would you back tech t1 when you already have t2 and t3 up? for a 10 min m3? you dont see it cause it doesnt make sense. t2 back tech with penals makes sense for the at guns and mgs.
All im asking for is to not tripple buff con builds, they are strong enough - especially considering the okw nerfs
I can give this back: Did you even read what I wrote?
I said T1 and T2 timing pf T70 is now the same. i said: "It just doesn't matter now if you build T1 or T2 first, timing is the same."
Yeah that means that T70 is 10 fuel faster when you go Cons+T2>T3 and such as fast as T1>T3 was always. But this is not entirely true, because you will have a hard time to fend off fast vehicle/tank play without the AT grenade, when you have to rely on ZIS only. If he flanks you well you are nailed. So you will most probably build the AT-grenade sidetech to help out your ZIS with the cons. Still penals into T3 has the T70 as fast as T2 without AT-grenade. And we all now penal build into T70 is insanely popular. This patch tries to give an alternative. And in the end T70 isn't faster on the map as you will see it atm in most matches. |
In the current state it just speeds up the t70 rush, nothing else.
Don't see this. I see T1>T3>backtech T2 with penal build a lot more often than T2>T3>backtech T1. Since T1 always was at 10 fuel I don't see the T70 coming faster. It just doesn't matter now if you build T1 or T2 first, timing is the same. Yes you can build T1+T2>T3, then T70 would come at 5 fuel faster then it would atm, but I do think a fast T70 is better first so it always was more viable to backtech T1 or T2 after T3. |
KV1 already needs 7 shots to get killed (800HP, 160*0.8 = 6.25). When hulldowned it needs 8 shots to get killed. (160*0.8*0.8 = 7.8125) Unless something is weird, dmg modifiers should be multiplicative, not additive.
Seems to me the math is right, it is only one hit difference. -20% seems to be very much at first glance, but if it comes down to one hit, it shouldn't be less, otherwise it wouldn't make sense at all.
OMG that video of the Panther fighting the hulled down KV-1. I really appreciate the work tightrobe does for the community but fighting a hulled down (immobile) 40 range tank with a mobile 50 range tank at medium range? Who on earth does that? Its like comparing an allied TD with Panther at medium range and lamenting afterwards that TDs are too weak. We all know they are not too weak.
Fight a hulled down tank KV-1 at max range with Panther, PAK40, PAK43, StuG, JPIV... (and so on) or with artillery. It can't move. It can't even kite anymore, so shreks will do damage too. |
On top of it the IRHT reveals camouflaged units too. They should do the same with it as they did to Valentine. Give it additional direct sight when set up in recon modus. That way OKW would have a nondoctrinal but somehow normal and realistic recon unit.
This alien technology beam it has at the moment is unrealistic as hell even by modern standards and as far off from the real IRHT as anyhow possible.
OKW already has the best doctrinal sight tool in this game and that one is uncounterable on top of it all. It can't be shoot down and give consistent sight over a large area. Perfect for team games especially when combined with artillery or loiters. |
I have to admit I really love nearly all off he core changes the september patch will bring, including the changes to infiltration troops in form of Falls and Partisans. But the worst of all infiltration units got left out: Infiltration Commandos.
In the beginning they came with 4 men (could be reinforced to 5) and were instantly lobbing around their mini bombs dealing way too much amonut of damage overall. To tone that down they were reduced to 3 men, now two man could be reinforced. Their grenades still made them viable. The general infiltration nerf setting all abilities on cooldown then took away their biggest shock value: 30 seconds to wait for that grenade with only 3 men behind enemy lines, seems to work out perfectly for me XD.
All of this is not the deal. The deal ist they still cost 370 MP. If you take into account that you'll have to reinforce two men for 70 MP, their real squad cost is 440 MP(!). Assuming you are loosing one or two men at their first fielding your quickly up to 500 MP. What a huge manpower drain!
I do think the simple change like fixing their cost or giving the additional possibility to build them as a five men squad for 350 MP at your base (that is the price for buildable commandos at the Vanguard glider) would make this commander way more interesting. |
I never get it why some people put SU85 and M36 in the same boat. SU85 is way weaker and axis has a slightly better version in the form of JPIV. You can directly compare them because they are both T4, share no AI capabilties, are slow (okay not really slow but somehow cumbersome) and have the disadvantage of a static turret.
I would prefer JPIV, it gets especially strong at vet2 with that 25% health buff which is huge. Camouflage is a nice thing to have too. Overall it has very good vet.
Still people take the Panther instead...
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Yes I never doubted that. But an early timing allows only the first unit perform well as a shock unit, while all others are wasted resources. That's why nobody builds the scout car/flamer half track/UC etc after the early game has passed, as those units have lost their shock value and are not worth the price anymore.
The KV1 is a premium medium, so it should hit the field at around the same time other mediums to enable the enemy to better counter it. If not, you need to decrew the one PaK that your enemy has at the time your KV1 comes out and it's probably gg cause you can drive right into the base.
The KV1 is better off if it's performance matches it's cost, so it's usable at any time point in the game and not a one trick pony. Basically just like any other tank call-in in the game.
Acknowledged (just wanted to provoke a little bit) |
Same mg as T34 and call it a day?
I really would wish it would have something unique to russian tanks. That was the reason I talked about about a smoke shell or infantry supression ability. Something that really stands out apart from more survivabilty. IS-2 and KW-2 both come later, are limited to 1 and are more expensive but they are even more durable in armour and health and put quite some punch on the field. In addition you can have KW-2 with doctrinal repair abilities and thats really nice if you want to bring it quickly back. So its not really unique for a KW-1 to be durable among soviet tanks. T34/85 and KW-8 can take some punch too, although not as much as a KW-1, but at the same time they are really a threat to axis units. One KW-1 on the field will be enough, you don't need multiple damage sponges, you are better of combining with a SU-85 for example. Buff to MG and smoke shell wouldn't change that, but I'm sure you would see it more often combined with other units. |
Except you can't buy half a unit...
Yeah of course. let say you get the third T34 a the time you get the second KW-1 and you have 20 fuel left to spare elsewhere ;-)
I said previously that a buff to the hull MG would go a miss but I'm arguing against the fat that the tank is worthless and most recently against your claim that its durability isn't a valuable trait including acting like a 30-40% chance to bounce things that the t34 cannot bounce is underwhelming.
Then we are talking past each other. I never said that it is worthless but that it is somehow underwhelming. Main reason is the very low damage output for timing and cost. And I don't proposed some big change to its stats. But my point in the comparison with T34 is, that speed is survivability too. The T34 can't bounce that shoots, but it can evade and it can flank (and ram if needed). Thats all things the KW-1 fails at badly, it simply has to eat more shells. Can't remember when I saw a KW-1 the last time, let alone more than one in a game. It surely wasn't this month. I'm all in for diversity and picking different tanks, thats the reason why buff of Ostwind was a good thing for example. Before in 2vs2 and up (which I play mainly) it was mostly Stug/PzIV into Panther/Brummbar. No I see Ostwinds quite often, thats a plus for diversity. |
KV1 main appeal is being able to survive raketen ambushes and being a damage sponge for other units.
A buff on its mgs wouldn't hurt. A vet1 smoke round could be usefull as long as they work as the cromwell. It will help other, more mobile units, to exploit it to breach a position.
Thanks, yeah that was excactly what I was aiming for. Nothing that would make it op suddenly, but a bit more useful in regards to AI damage and utility. |