FLAK 88 The Crew should get heroic armour!Why?Reason is simple: heroic armour units require 2 shots from a sniper to die instead of one.Since the Flak 88 got nerfed against infantry and AT-guns it should also receive a buff to compensate, making it fulfil its role better. Only few people build the 88, since it's so lackluster and so easily decrewed.Currently a single sniper kills the crew within 6-8 seconds, 2 snipers insta-gib the whole crew, even if you immediately react and try to kill the snipers (like sending in a bike/volks with mp40) the enemy can just decrew the gun and retreat his snipers and then rush in with his tanks. Even if you reman it his tanks will beat a 88 up close range.I surely don't want to make it OP, it's just that the 88 already has lots of counters like mortars, AT-guns and of course every sort of artillery, even tanks if you don't spot for it properly. So there's no real need for allied snipers to take out the crew so easily.Also, the Luftwaffe Vierlingsflak (the small one which is also base defense) should get heroic armour crews. The same reason applies to it: it's got plenty of counters, and I haven't seen one used in a competitive game ever. It can be decrewed easily, and in hands of an allied player the Flak deals way more damage against panzergrenadiers than against allied infantry.
No, No, No, and NO again. Axis are already OP as is, and were that from the very start, so now, when they finally got some very fair nerfs, it shouldn't be just rolled back, because people are so used to them being OP.That's my very own personal view on the situation.
Quote from: IJoe on April 21, 2011, 12:38:20 PMNo, No, No, and NO again. Axis are already OP as is, and were that from the very start, so now, when they finally got some very fair nerfs, it shouldn't be just rolled back, because people are so used to them being OP.That's my very own personal view on the situation.Nobody said something about rolling the nerfs back. It's just about tier 2 snipers who cost 340 mp to not be able to insta-gib a doctrinal end game unit which can't move and costs 400mp/75 fuel + 10 or 12 pop. AT-guns destroy the flak in 2 hits, snipers currently unman it instantly, artillery deals high damage against it, mortars also and so on...
Personally, I would make difference in reinforcement cost for them (80 for the spotter, 320 for the sniper), and move arty to some after additional armory upgrade, or after tank depo is built. And the cost could be 380.
Well, 88, being extremely, almost overwhelmingly powerful AT should have this weakness, IMO. And it's counterable anyway.
Making them more useful?Then what's the corresponding buff (because it will be an axis buff, undoubtedly) for the counterparts.Yeah, people don't usually send tanks to fight 88, they'd rather switch to infantry. This means, they are more than successful in performing their duties (which is "creating the no-tank zone"), right?
2 shermans (if he does not scouts even 1 Sherman can be enough) -> drive to 88 -> pop arty (offmap or calliope) on it -> drive damaged sherman back -> mop up the axis mgs and rush in with infantry-> move shermans in and attack the gun (press a+ leftclick on unmanned gun. Even if he remans the 88 it will still die. And the def player probably loose the game)(alternative: use mortar + smoke and demolish the supporting stuff with rangers)
It doesn't make an entire faction OP because one UP end doctrine unit is buffed to make it actually usable in a competitive game[...] especially by snipers which are the mainstay of most American combos.