They could always just slow down the CP counts as well I think, so that way it makes it much more difficult to hold your lines with just standard T1/T2 units without teching for a duration of time.
YEEEEES STEPHEN I'm SO WITH YOU ON THIS ONE.
Or have more CP's and get heavies to 20 CP or so. |
Fuel penalty for light vehicles is a terrible idea, no one will go for a scoutcar if that delays your p4.. |
Thanks to me, haha Pigsoup |
Proposition1:
Make a dedicated repair ability on heavy tanks costing fuel. You can only repair a heavy tank with that ability.
Proposition3:
Create a new Trail damage for heavy tanks: gives a chance to any AT source to break the trail leaving the tank immobilized when it is under 30% of his life, only works on sides and rear. the trail damage is automatically repaired when back at least with 50% of life.
Cool man, great prepositions |
HF Hans, I want picks of dem gloryholes asap. |
I agree that the amount of fuel is really important in the balance of 4v4. |
Porygon please remove yourself out of any constructive thread and don't bother replying on threads I start.
Thank you.
And that's what I mean ElSayer - It shouldn't be that easy to CTRL + 1 + click on enemy. It's about building in a mechanic like there is on the Sturmtiger, the manual reload. You have to control the sturmtiger, not just leaving it in the back like a jagd or ISU.
Also, CTRL + 1 + attack + back + stop + reload requires already some more action than it is now - nothing.
Also, it's absolutely not true that calling in heavy after heavy is called overextending.
That's a wrong usage of the word. Losing a heavy is indeed a drawback, but not really a big drawback if you can call in another heavy right away. And in modes like 2v2 the way to the battlefield isn't that long. Like, 10 seconds.
e: Edited the range of Jagd
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Just limit them to one per player at time, because that is enough, really.
I don't agree, it should be limited in time (longer cooldown, like 15min for ele's, 10 for tigers, ...) + one/player at a time.
Now it's just 'oh my Jagd is out? Lemme click dat button to get a second one' (teamgames) |
Hey guys.
I'm thinking a lot about how heavy tanks can be better implemented in the game, cause right now it's always coming down to getting that heavy tank and just watching it taking out units or tanks.
The major problem here is that it requires next to 0 skill to use these tanks.
A jagdtiger has 85 range, so it can easily take away allies armor without really having to do anything.
It auto-fires, so you just watch your flanks and grab popcorn.
ISU just plows away infantry without really any effort.
YES you have to watch your flanks and watch ofr enemy attacks, but c'mon guys, don't exaggerate that, it's bloody easy to use.
I think it should require more action from the player itself.
Auto fire on such big tanks who do major damage isn't a good thing imo.
So what am I really saying?
Heavies should not always be 'the way to go' in the late game, but should be a well thought decision because it should need more skill to handle these.
Possible examples
Make jagdtigers not auto-fire, but need more mouse-handlings to kill other tanks.
Make ISU have manual reload of 5 seconds, not to nerf it but to require it more skill.
e: I also like the idea of mobility & longer repair time. There is is no negative side in calling in a heavy, and these ideas would definitely help that.
I would like to know what other people have to say about this.
Thanks in advance. |
I would be happy to see KT as doctrinal unit in place of Panzer IV Ausf J and make PzIV avaible in T0 since one truck is converted or 2 trucks but then make cost lower.
KT as non-doc is very, very unfair...
Give Jadgtiger ability to shoot through obstacles BUT AS AN ABILITY WHICH COST AMMO.
One shot and back to normal.
Cool solution! |