Halftracks
- Krieger Blitzer
- Posts: 5037
- Joined: 06 Dec 2014, 15:53
- Location: I'm from Egypt, living in Qatar.
- Contact:
Re: Halftracks
To be honest, while i can see some interesting ideas.. i vote to change nothing.
HTs are already unique from tanks reinforcing inf.. the fact they are cheaper & can carry officers for retreat.
HTs are already unique from tanks reinforcing inf.. the fact they are cheaper & can carry officers for retreat.
Re: Halftracks
Who wouldve thought that you want to change nothing?Krieger Blitzer wrote: ↑18 May 2022, 17:05To be honest, while i can see some interesting ideas.. i vote to change nothing.
HTs are already unique from tanks reinforcing inf.. the fact they are cheaper & can carry officers for retreat.
Nerf Mencius
Re: Halftracks
Aside from the Bren Carrier buff suggestion (which I agree with Tara on), I like what Red proposed.
Bunkers and MG teams have a limited field of fire, yet still do their job well enough, so I don't think this would be a huge deal. The HT would still be more mobile than a bunker and less vulnerable to small arms than an MG squad, while also still having its current ability to reinforce and possibly a buff aura (suggested cooldown decrease aura, but could be something else) for nearby inf when in hull-down.
I mainly suggested the stationary mode as a less potent alternative to hull-down. It'd essentially be the same thing, just no added durability.MarKr wrote: ↑18 May 2022, 10:43Stationary mode is possible too, but why should it have one? If the point is to make HTs an MG support for infantry, shouldn't mobility be the important factor? Hulldown/stationary mode with the bonuses, along with "normal MG" stats would turn them into "moveable MG trench".
I would say yes. The weakness of having a limited firing arc while in hull-down and the proposed long setup/pack-up times were intentional. The role of the HT will still primarily be that of a mobile FOB / support unit more-so than an independent combat unit. Thus, it would be fair to let it keep the reinforcement ability when upgraded IMO.
Lower munition cost for certain abilities might make more sense (suppression and nades come to mind). Having inf with cheap suppression abilities nearby would allow for 360 degree coverage and really fast suppression. I'm open to different ideas for the aura though, or to just not including it. Being able to reinforce from the HT is enough on its own.
I don't think there's enough overlap to be an issue. The scout car can take and hold ground on it's own while being substantially cheaper than the HT would be. PE would thus still have their early light vehicle aggression advantage.MarKr wrote: ↑18 May 2022, 10:43I'm also not sure about the impact for PE as they have the Armored car with top MG, which can already be used as a "suppression platform" so there would be some overlap. On the other hand the AC can cap and OP points, HT would have different utility uses so the overlap would be just partial.
- mofetagalactica
- Posts: 745
- Joined: 30 Jan 2017, 11:15
Re: Halftracks
He wants the play the forever meta without any changes, at a certain point he will be able to play with eyes closed, all muscle memory.Consti255 wrote: ↑18 May 2022, 22:22Who wouldve thought that you want to change nothing?Krieger Blitzer wrote: ↑18 May 2022, 17:05To be honest, while i can see some interesting ideas.. i vote to change nothing.
HTs are already unique from tanks reinforcing inf.. the fact they are cheaper & can carry officers for retreat.
I sleep
-
- Posts: 263
- Joined: 26 Aug 2020, 22:19
Re: Halftracks
Correct me if I am wrong, but officer does not apply aura from the HT.Krieger Blitzer wrote: ↑18 May 2022, 17:05HTs are already unique from tanks reinforcing inf.. the fact they are cheaper & can carry officers for retreat.
- Krieger Blitzer
- Posts: 5037
- Joined: 06 Dec 2014, 15:53
- Location: I'm from Egypt, living in Qatar.
- Contact:
Re: Halftracks
You have to understand that games this old will have to come to a point where product stability is all preffered over inconsistent changes that happen frequently for just the sake of wanting a different taste.. game development is about reaching a solid project state & and not the endless circle of instability.mofetagalactica wrote: ↑19 May 2022, 03:43He wants the play the forever meta without any changes, at a certain point he will be able to play with eyes closed, all muscle memory.
I sleep
Thus, i only support changes that are mandatory & mostly focus on bug reporting. Other than that; i am not looking forward to any big change(s) from now on & not expecting the dev team to dive in any overhauls either.
HTs in my opinion are good enough early game, & can be used quite aggressively with AT teams inside.
That said, @Tara
Officers iirc don't provide aura inside, but u have a mobile retreat point instead.
EDIT:
To me, i think what Bk Mod really needs; is more and more maps.. not balance changes.
- idliketoplaybetter
- Posts: 471
- Joined: 26 Feb 2016, 19:55
Re: Halftracks
I just don't understand what this change is supposed to solve exactly?
Even more, again and again I come to a conclusion that intuitively "agressive playstyle" changes are only leading to a more passive playstyle. Blob will be just easier to maintain in the battlefield.
There is just a small disparency and inconsistense on how Motorpool/t2-t3 units are paired within matches that are under 1hour.
BKdoc storm HT - locked behind what? 4CP? though u have regular HT the whole game.
INF doc ambulance - locked in the motorpool. This one is easier to get (due to price), but I see less and less games having it. Why?
PE heal Halftrack, - why bother, if u can build cheap HT with MG34 and pair it with click-forget base heal aura?
What u guys are offering is just useless actions to useless units. I dunno.., all is fine.
Even more, again and again I come to a conclusion that intuitively "agressive playstyle" changes are only leading to a more passive playstyle. Blob will be just easier to maintain in the battlefield.
There is just a small disparency and inconsistense on how Motorpool/t2-t3 units are paired within matches that are under 1hour.
BKdoc storm HT - locked behind what? 4CP? though u have regular HT the whole game.
INF doc ambulance - locked in the motorpool. This one is easier to get (due to price), but I see less and less games having it. Why?
PE heal Halftrack, - why bother, if u can build cheap HT with MG34 and pair it with click-forget base heal aura?
What u guys are offering is just useless actions to useless units. I dunno.., all is fine.
"You can argue only with like-minded people"
-
- Posts: 263
- Joined: 26 Aug 2020, 22:19
Re: Halftracks
What is the point of "mobile retreat point if you have a HT nearby and officer nuffs are too good not to use it (even if people dont know how good it is)Krieger Blitzer wrote: ↑19 May 2022, 09:28
That said, @Tara
Officers iirc don't provide aura inside, but u have a mobile retreat point instead.
We have a lot of good maps but for some reason i only see 5 same maps each day. Maybe the problem is not the maps, but something else?Krieger Blitzer wrote: ↑19 May 2022, 09:28To me, i think what Bk Mod really needs; is more and more maps.. not balance changes.
- Walderschmidt
- Posts: 1266
- Joined: 27 Sep 2017, 12:42
Re: Halftracks
What about making halftracks cap points with infantry inside them?
Or how about halftracks increase infantry cap speed?
Wald
Or how about halftracks increase infantry cap speed?
Wald
Kwok is an allied fanboy!
AND SO IS DICKY
AND MARKR IS THE BIGGGEST ALLIED FANBOI OF THEM ALL
AND SO IS DICKY
AND MARKR IS THE BIGGGEST ALLIED FANBOI OF THEM ALL
Re: Halftracks
I like theseWalderschmidt wrote: ↑20 May 2022, 15:25What about making halftracks cap points with infantry inside them?
Or how about halftracks increase infantry cap speed?
Wald