Stationary fireing modes, ALRS, Rapid fire

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Warhawks97
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Joined: 23 Nov 2014, 21:45
Location: Germany

Stationary fireing modes, ALRS, Rapid fire

Post by Warhawks97 »

I was thinking about these abilties, tried to use it the most effective way and tested them.

So, whats the issue with them?

1. Abilties like Rapid fire on expensive tanks is kinda bullshit. Its only usefull when there is a single enemie tank immobilized that you want to kill without risking return fire. But under all other circumstances its too risky. Planes, arty, inf charges.... it leaves you literally dead in the field and the enemie gets accuracy boosts as well against you.

2. Tanks like Pershing and Panther are kinda stupid with their rapid fire. At vet 2 panther can fire 4 shots in 15 seconds (just tested) and is also active during move. Thats stupid in as far as these tanks weakness should be "melee combat" with many enemies at once. They are superior at range and this ability makes them also superior at close combat.



Suggestion:

1. Leave stationary fireing modes only for defensive units like Geschützwagen, marders and Nashorn. Range boost would be +5 and perhaps even AT Halftracks.

2. Add rapid fire abilties to units like shermans, stuarts and Panzer IV´s and that kind of units. This way their vet levels would actually give something usefull for combat when in close range engagments.

3. Rework ALRS abilities and remove Rapid fire from tanks. For a duration of 15 secs or 20 the accuracy and range of the gun is increased. In return the aim time is increased by like 3 seconds. When the tank starts to move, the ability gets deactivated.
Firefly would be able to engage targets at up to 75 range away.
Panthers, Pershings and Tigers and Jacks B would be able to engage targets at up to 80 range when this ability is active.
KT, Elephant, Jagdpanther, Nashorn would be able to engage targets at 90 range away.
Build more AA Walderschmidt

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