Anniversary Classic Mini Balance Update
Brumbar
-Armour reduced to 240 from 260
-Veterancy 2 armour bonus from 1.3 to 1.2
-This equates to 288 armour when vetted as opposed to 320
-Bunker Buster Barrage second and third shot scatter distance from 2.5 to 9
-Bunker Buster second and third shot scatter from 6 to 10
-Brumbar Range from 40 to 35
Damn, before it could get to 320 armor. No wonder shots bounced so often. And they're pretty easy to vet up too since they can damage vehicles as well as infantry. The regular Tiger has 300 frontal armor from what I see on the stats calculator, so I think the change is fine.
Yeah I think I'm ok with the changes, they're also not that drastic.
I'll still be using it, anwyay. |
I don't feel like a single allied tank nullifies it. That is not at all my argument, I'm just saying I don't struggle to use allied TD (of which I have more experience)
I didn't mean you when I said that, rather others have said it in the past. I should have clarified, my B on that, but others have argued "a su-85 can keep it in check" which I do not think is true at all unless you don't pay attention to the KT. I think when used appropriately, which often means defensively, it can do a great job at decimating infantry and also slowing/pushing mediums or lights.
I feel like, If I have bought 2 panzer 4, they cost almost identical to a KT, they do more damage (to both infantry and vehicles), and are more maneuverable whilst still being survivable.
Thus, for its price, shouldn't it be similar in performance to 2 panzer IV? or fill a role more effectively than mediums, so it has a distinct use?
My personal view is that there are situations where double P4 is the way to go and there are situations where they're not, I don't like making blanket statements, but I think a lot of it also comes down to play style and what kind of game you're in. I primarily play 3v3/4v4, where an ally can cover whatever weakness your army has, so factor that in as well.
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Not really in a 1v1, sometimes in a 2v2, situationally great in larger team games.
I don't buy the "it's useless, a single allied tank destroyer nullifies" it argument, but it's not an insta-win either and you do have to support it.
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Would you expect anything else from the title? This are the kind of post which helps you reinforce your opinion about they type of bias each people have here.
Allies/Axis OP, they have X so we need it for balance. You can have X if you give us Y. The only interesting thing i saw here is discussing the mechanics regarding putting a building in flames. Which should accomplish similar results.
For example: you could reduce the time to set aflame a building to half but reduce in a similar fashion the damage it deals to the building itself so the end result is the same. Only now you wouldn't need to waste so much time in order for the building to catch on fire.
I'm actually surprised flamers don't have some vet or muni based ability with a cooldown that does high structure damage (but low damage to units).
In the campaign there's some 'flame strike' ability that I figured was just ad-hoc'd for that specific mission, but why not borrow from that concept and give a "scorched earth" ability that turns them into a building destroyer (maybe double flame damage to buildings but do tiny damage to any infantry in it)? |
I would just say give the Katyusha creeping barrage a large number of incendiary rockets that deal 10-20 damage on detonation with slightly more powerful Molotov dots meant to deny territory. No cost as your trading out raw power on the rockets.
I personally like this as it gives it some utility instead of just damage +/-. I am a fan of utility.
I like to use my abilities as much as I can, but I've only used the tank capture ability like 4 times.
The reasoning is this: As your tanks have no armor (except for heavies) you end up with damaged tanks at the end of a successfull breathrough, so you have to fix them with your engies. Do it on a capture point and you are both repairing and caping.
This has contributed to winning some games when it was a VP mess (enemy down to 1 VP but their army is stronger, so losing the point = losing the game effectively).
Often, in team games, players get clustered around one VP and so they will have an HMG, bunker, fighting position, or hidden infantry unit (commando, falls, etc.) guarding a side VP. In those cases, a tank can cap it and keep it far better than an infantry unit that, once suppressed, can no longer hold it. |
UKF doesn't struggle as much in teamgames as well, still we aim to buff them.
My comment wasn't about who to buff or why, IMO all factions should have fun and effective tools to play with.
My comment was about how I perceive your statement that OKW is only played one way to only apply to 1v1, and I brought up that it does not apply to team games because it is my hope that those in charge of making the patches keep in mind people like me who largely prefer to play team games.
OKW is my preferred Axis faction, and I when I play as either side, I see plenty of people who do things other than Luchs/AAHT -> Command Panther. |
Well now you need to do this. Or is 4x volks into luchs/AAHT into command panther every game "diverse"
Maybe in 1v1, but that's not true in team games for sure.
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Putting s-mines on retreat path on a large map is pretty doable. They get installed pretty fast tbh, and if it's a map where you know the retreat path, you can guarantee some wipes if your opponents don't chase after lone squads behind the front.
You could see something similar in the 2v2 tourney games with price/prodi planting demos on retreat paths too on Vaux Farmlands.
Tho tbh this I think is a good play and should be rewarded, as it's obviously a set up and based on the player's decisions not so much "lol ability OP".
Anyway, I have a hypothetical question since many people are of the opinion that m20 mine = teller (rather, riegel). Wouuld you be OK with the crew also being able to lay the mine when outside the vehicle?
Cuz that vehicle tends to not survive long, but the crew can probably outlive it.
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I think a lot of these types of problems can be alleviated by having a "disable AA" option on vehicles, or giving a targeting icon on which vehicle is actually targeted.
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Despite Siphon's efforts, and his own warning early in the thread, people still (and will always) jump to whatever conclusion they wanted to in the first place. |