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Stun nerf and medkit


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PayMore #1 Posted 02 June 2019 - 07:28 PM

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After the stun nerf WG did to arty they should consider to remove the clense stun effect from medkits. Its seems to be too OP atm. Cant do arty stun missons etc. Im struggeling hard to progress with arty too after the nerf.

vasilinhorulezz #2 Posted 02 June 2019 - 07:34 PM

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:great:

dd_keky #3 Posted 02 June 2019 - 07:43 PM

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Yea remove that, alos remove large repair kit, and bring back old once per battle repairs/meds. 

onderschepper #4 Posted 02 June 2019 - 08:19 PM

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Artillery are one of the few Anti-Camping Mechanisms in the game.

 

Those who are adverse to them could always go and play WoT Blitz instead, where there are no Artillery units.



barison1 #5 Posted 02 June 2019 - 08:22 PM

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View Postonderschepper, on 02 June 2019 - 08:19 PM, said:

Artillery are one of the few Anti-Camping Mechanisms in the game.

 

Those who are adverse to them could always go and play WoT Blitz instead, where there are no Artillery units.

 

current state arty contributes to nothing good for gameplay, it does exact opposite what it should do. it punishes active play, not camping players. not to mention you cant do shite about arty clicking you, mostly when there are 3 of them

 

only true arty cover is being unspotted (at redline)
 



onderschepper #6 Posted 02 June 2019 - 08:34 PM

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View Postbarison1, on 02 June 2019 - 08:22 PM, said:

 

current state arty contributes to nothing good for gameplay, it does exact opposite what it should do. it punishes active play, not camping players. not to mention you cant do shite about arty clicking you, mostly when there are 3 of them

 

only true arty cover is being unspotted (at redline)
 

 

IMO one Artillery is sufficient, maybe two on a large map or when playing defence in Encounter.

 

New map designs would be cunning to break the cycle of known locations for Arty to target and to add more obstacles to LoS forcing Arties to reposition more frequently.



Cobra6 #7 Posted 02 June 2019 - 08:40 PM

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View PostPayMore, on 02 June 2019 - 06:28 PM, said:

After the stun nerf WG did to arty they should consider to remove the clense stun effect from medkits. Its seems to be too OP atm. Cant do arty stun missons etc. Im struggeling hard to progress with arty too after the nerf.

 

The recharge of the medkit lasts longer then your reload. If you can't stun a target twice, you are just doing it wrong.

 

If anything, Stun itself should be removed as it's a garbage mechanic handicapping active play.

 

Cobra 6



Homer_J #8 Posted 02 June 2019 - 09:08 PM

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View PostPayMore, on 02 June 2019 - 07:28 PM, said:

After the stun nerf WG did to arty they should consider to remove the clense stun effect from medkits. Its seems to be too OP atm. Cant do arty stun missons etc. Im struggeling hard to progress with arty too after the nerf.

 

If it's stun time you need for the mission it doesn't matter if they use a medkit, it's teh initial stun time which counts.

 

What has changed is how much you get from stunning already stunned tanks so instead of shooting while an enemy is stunned wait until it has almost worn off.



7thSyndicate #9 Posted 03 June 2019 - 01:29 AM

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I have a better idea, remove stun missions or remove completely arty missions

Kartoshkaya #10 Posted 03 June 2019 - 05:28 AM

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the_nebuchadnezzar #11 Posted 03 June 2019 - 06:10 AM

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View Post7thSyndicate, on 03 June 2019 - 12:29 AM, said:

I have a better idea, remove stun missions or remove completely arty missions

 

I agree 100%. 




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