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Next Frontlines misstep?


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Poll: Combat Reserves in FL. (17 members have cast votes)

You have to complete 250 battle in order to participate this poll.

FL needs more combat reserve slots?

  1. Yes (5 votes [29.41%])

    Percentage of vote: 29.41%

  2. No (12 votes [70.59%])

    Percentage of vote: 70.59%

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Wintermute_1 #1 Posted 10 June 2019 - 12:43 PM

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Someone in another thread posted up the proposed changes for patch 1.5 and I noticed that Frontline combat reserves are due to change to the following:

  •  
  • Light tanks: 1 slot instead of 3
  • Medium tanks: 2 slots instead of 1
  • Heavy tanks: 3 slots instead of 1
  • TDs: no changes (2 slots)
  • SPGs: 1 slot instead of 3

I'd guess that FL contains about 1 arty, 2 lights, 2 TDs, 7 Meds and 3 Heavies per front on average. Obviously that'd change based on whether the team was defending or attacking, which zone etc but my general impression was that there were always far more meds than any other tank type (Happy for someone to have a better guess at the average tank types per front). Which would mean 23 Combat reserve slots on the enemy team per front and after the changes there'll be 30 slots per team on average.

 

Did the number of combat reserve slots really need to go up on average? Aren't there enough air strikes and arty strikes in the game mode?

 

In one way I suppose it's good, in that it'll shift the balance of FL slightly in favour of the defenders and since day one it's always been easier to attack than to defend. But Cap circles and choke points are going to feel like they are being carpet bombed. 

 

I can just see the forum inundated with threads complaining about the amount of arty and airstrikes in FL after the next patch.

 

 

 

 

 



eldrak #2 Posted 10 June 2019 - 12:47 PM

    Second Lieutenant

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It's a good change

 

Heavies were so bad usually before this. They still don't get to use them well as they don't live long enough on the front for the consumables to charge up.

Medium change is the only questionable one, all the others are definitely going tin the right direction.



Kartoshkaya #3 Posted 10 June 2019 - 12:48 PM

    Warrant Officer

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Any spg nerf is awesome

FataL_ShadowZ #4 Posted 10 June 2019 - 12:50 PM

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The less Progetto's in this game mode the better if they wan't to make it more appealing to all.

Homer_J #5 Posted 10 June 2019 - 01:09 PM

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They should have ditched then completely.

arthurwellsley #6 Posted 10 June 2019 - 02:39 PM

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View PostHomer_J, on 10 June 2019 - 12:09 PM, said:

They should have ditched then completely.

 

I think the scouting one, the fog one, the buff circle around your tank one, and engineering are probably alrightish. Note engineering took a nerf last patch.

 

Artillery battery and air strike just need to be removed.



WindSplitter1 #7 Posted 10 June 2019 - 02:54 PM

    Lieutenant Сolonel

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All CRs are fine tbh.

 

But there should be class specific CRs and you'd take 2-3 (regardless of class) that you feel are the better.



tajj7 #8 Posted 10 June 2019 - 03:58 PM

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Unnecessary nerf for lights, the support class with the worst guns, now only have one slot because reasons, whilst TDs and Heavies, which are much easier to play and do damage more easily, get 3 and 2.

 

Its just pandering to Steves IMO.

 

Only good change there is arty going to one, but it was silly they had 3 in the first place as they could basically break their role with it. 

 

No way meds, heavies and TDs need those extra slots, we'll just see even more Progettos and Defenders spotting for themselves removing their only real weakness. 



Homer_J #9 Posted 10 June 2019 - 04:09 PM

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View Postarthurwellsley, on 10 June 2019 - 02:39 PM, said:

 

I think the scouting one, the fog one, the buff circle around your tank one, and engineering are probably alrightish.

 

The spotter I have a major issue with since it breaks a pretty important part of the game mechanics.  The other three I could live with.

arthurwellsley #10 Posted 10 June 2019 - 04:16 PM

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View PostHomer_J, on 10 June 2019 - 03:09 PM, said:

 

The spotter I have a major issue with since it breaks a pretty important part of the game mechanics.  The other three I could live with.

 

Interesting. I don't think that the spotter is too badly balanced because of the delay, which seems to make it less effective than a light tank. Sure it works well against snipers who remain in the same spot and do not move, but OK maybe nerf the spotter one slightly as WG did to the engineering one.

Homer_J #11 Posted 10 June 2019 - 04:21 PM

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View Postarthurwellsley, on 10 June 2019 - 04:16 PM, said:

 

Interesting. I don't think that the spotter is too badly balanced because of the delay, which seems to make it less effective than a light tank. Sure it works well against snipers who remain in the same spot and do not move, but OK maybe nerf the spotter one slightly as WG did to the engineering one.

 

If they could make it conform more to game mechanics then I would be happier with it.  i.e. trees, smoke, and camo net should give you some protection from being spotted by it.  It shouldn't completely negate camo the way it does.




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