#Artillery Squad sucks, They are way too overpower

1 messages · Page 1 of 1 (latest)

dreamy sun
#

The Artillery Squad is just way too overpowered, how can you make a role equip with both a watch, a flare gun, an automatic gun (or semi-automatic rifle at level 3), and can even get inside an armored vehicle? The essence of this game is: Every unit has its limits, Everyone has to work together to win a match. for example, infantries can spawn at OP real quick to dive into a combat, while vulnerable under fire; Tankers can stay safe in their machine and produce heavy fire, but helpless against nearby infantries. How can you make a role be able to act as both infantry, tanker and even recon If you understand this simple truth?

SPA squad became a super overpowered unit since they can act as both infantry( SL, supporter, engineer), tanker and recon. Many mechanisms of the SPA itself is kind of overpower as well. I can't imagine how can you guys made such a thing even if you got like 500 hours experience on your own game, you just simply give it everything and not even consider about the game balance AT ALL!

Here is my suggestion:

  1. remove the watch from Artillery leader;
  2. remove the flare gun from Artillery leader;
  3. add internal cooldown to flare gun;
  4. reduce the member of Artillery squad from 3 to 2;
  5. SPA should not be able to destroy OP;
  6. since there is 2 more SPA added in this game, reduce the max number of tank crew from 6 to 4.

See more explain why you made a stupidest update ever in images below.

potent wedge
#

yes its broken, no please dont reduce amount of tank crews

void hollow
#

The arty guys load outs are stacked. Needs addressing as it will be exploited.