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Crew skill to reduce stun from arty?


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Masternaut #1 Posted 03 December 2017 - 10:29 PM

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As the tittle says, I thought that a skill to reduce the effect of stuns could be nice. I mean it's not like we have too many actually useful skills or perks for our crews.

Phobos4321 #2 Posted 03 December 2017 - 10:38 PM

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and the stun was the main counterbalance for a 50-75% damagecut for arties  i can even end the stun instantly by using a med. kit. It can be shortened by using a spallliner and you want to shorten  the stun duration even further ?

guess arties could get their 2min + stun duration for their missions if every tank end its stun time after 5 seconds ...

concerning the stuff arties need assisted damage  to make money and exp   how should that work if the stun is cut down  played a few Gwe rounds recently hardly a stun over 12 secs anyway... 


Edited by Phobos4321, 04 December 2017 - 12:00 AM.


Balc0ra #3 Posted 03 December 2017 - 10:47 PM

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I suspect if they made one, it would only work after 100%, and cut down the stun with 10% at the most I figure. Would be handy. But useless on lower tiers with the short stuns they have there as is. What would be handy is a crew skill not to work on the first stun. But a skill that would reduce the stun of a second one, if it did occur within 5 seconds of the last one etc. If you get hit and are already stunned, then stun overlap is in effect and the skill would be useless.


Edited by Balc0ra, 03 December 2017 - 10:48 PM.


Jigabachi #4 Posted 03 December 2017 - 11:21 PM

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We need an entirely new skill system that is more than choosing one of maybe 3 important skills every 10000 matches. The one we have now is just entirely boring.

clixor #5 Posted 04 December 2017 - 12:16 AM

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If there would be an 'anti-stun" skill. All arty with XVM has to look at low battle count players and target them as they are the least likely to have trained up their crews. So it wouldn't be particularly fair for such players. 



fighting_falcon93 #6 Posted 04 December 2017 - 12:38 AM

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I'd prefer if WG added another skill called "Close Air Support" instead. Having it trained to 100% would allow the player to use the skill at the start of a battle, which would result in 3 CAS aircrafts arriving within 15 seconds and destroying the enemy arties. Now that would be a useful skill and a good fix to that stupid class :great:

RamRaid90 #7 Posted 04 December 2017 - 12:48 AM

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Skills need a rework as Jiga said.

 

The better way to do it would be crew battles won rather than an XP system.

 

10 wins to first skill

50 wins to second skill

150 wins to third

400 wins to fourth

1000 wins to fifth

 

etc....



HeidenSieker #8 Posted 04 December 2017 - 12:53 AM

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View PostRamRaid90, on 04 December 2017 - 12:48 AM, said:

Skills need a rework as Jiga said.

 

The better way to do it would be crew battles won rather than an XP system.

 

10 wins to first skill

50 wins to second skill

150 wins to third

400 wins to fourth

1000 wins to fifth

 

etc....

 

Sounds a LOT easier and quicker than what we have now! Too easy, with those figures, perhaps.

RamRaid90 #9 Posted 04 December 2017 - 12:56 AM

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View PostHeidenSieker, on 03 December 2017 - 11:53 PM, said:

 

Sounds a LOT easier and quicker than what we have now! Too easy, with those figures, perhaps.

 

Maybe, bump them up a little but still. Th crew XP system is dreadful, we all agree on that.

znapper74 #10 Posted 04 December 2017 - 12:58 AM

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Arty is already so nerfed that it's no longer effective in the team-play, unless you are high-tier.

 

8-10 rounds to kill off a heavy is ludicrous.

Alternatively, they can change the stun, from being a stun, to make the tank take more damage from other tanks or something like that.

All stun does now, is stopping a tank, making it reload slower, damage compartments etc, if you are trying to take out a Maus with a light-tank and all you got is an arty to help you, good luck.



Sunshinetrooper #11 Posted 04 December 2017 - 01:02 AM

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I'd argue for increasing stun duration - I find it is never enough to warrant charging the tank, I use up most of the time just getting close and then its clear of stun. 

RamRaid90 #12 Posted 04 December 2017 - 01:05 AM

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View Postznapper74, on 03 December 2017 - 11:58 PM, said:

 

All stun does now, is make a tank useless.

 

FTFY.

 

Then again, you're a typical redline camper who plays only arty and tank destroyers (badly) and expects everyone else to carry your [edited].


Edited by RamRaid90, 04 December 2017 - 01:06 AM.


Gremlin182 #13 Posted 04 December 2017 - 01:07 AM

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I suggested a while back that a medic skill and that there should be a medics kit that was the healing equivalent of the toolbox.

I also suggested a mechanic skill to work with toolboxes, this was before reusable med and repair kits.

 

The skills system is mostly fine it takes a long long time to gain skills and please no do not make skills gained based on wins rather than XP they will be gained far too quickly.

It will also encourage good players to haunt lower tiers where they can farm skills very quickly.

 

I would like more skills and at least one or 2 skills for loaders as currently all loader specialist picks are perks

 

 

 



RamRaid90 #14 Posted 04 December 2017 - 01:07 AM

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View Postznapper74, on 03 December 2017 - 11:58 PM, said:

 

Alternatively, they can change the stun, from being a stun, to make the tank take more damage from other tanks or something like that.

.

 

By all means, lets continue down the path of making the game absolutely idiot proof. Why ON EARTH would you think this is ever a good idea?

Dr_Zap #15 Posted 04 December 2017 - 01:08 PM

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I suggest introducing a perk called battle hardend, it does not reduce the lenght of stun but it reduces the negative effect of the stun on crew performance. It also reduces the negative impact of a wounded crew member, it could replace jack of all trades.

znapper74 #16 Posted 04 December 2017 - 03:18 PM

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View PostRamRaid90, on 04 December 2017 - 01:07 AM, said:

 

By all means, lets continue down the path of making the game absolutely idiot proof. Why ON EARTH would you think this is ever a good idea?

 

Because the stun is useless, you use a med-kit and that's that, you go on your merry way.

 

I play all classes and don't find the enemy arty-stun particularly effective or damaging, unless two or more arty-units hammer you constantly.
When I play artillery, I see the enemy use their repair and med-kits immediately and push on, thus arty isn't able to stop or alter the gameplay much, in comparison to before.
 

Either remove the class completely, or make it more efficient.



znapper74 #17 Posted 04 December 2017 - 03:31 PM

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View PostRamRaid90, on 04 December 2017 - 01:05 AM, said:

 

FTFY.

 

Then again, you're a typical redline camper who plays only arty and tank destroyers (badly) and expects everyone else to carry your [edited].

 

How about quoting correctly and arguing as an adult on here?

 

Stat-bashing isn't a viable argument.
 



Phobos4321 #18 Posted 04 December 2017 - 03:36 PM

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View PostRamRaid90, on 04 December 2017 - 01:07 AM, said:

 

By all means, lets continue down the path of making the game absolutely idiot proof. Why ON EARTH would you think this is ever a good idea?

 

basically it would be a debuff too

 

instead of being slower, reloading slower etc you would take more damage that is if the other tanks manage to pen you  if you think about it you might be even happy with the suggestion 

 

personally i wouldnt like it

 

also if you want skills against stuns it would be quite logical arties get some skill to improve the stun - most skill are useless for arties anyway



Cannes76 #19 Posted 04 December 2017 - 03:58 PM

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Battle hardened: 20% reduction to stun duration at 100%.

Phobos4321 #20 Posted 04 December 2017 - 04:17 PM

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master of stun  increase stun-duration by 30% at 100% ...




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