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Opinions on having a limitations on number of scouts (or any class for the matter)?


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tankload #1 Posted 14 November 2014 - 12:01 PM

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With the current tier point system, teams are able to set up some pretty crazy and in my opinion a little overpowered set ups such as 7 Scouts which can dish out crazy amounts of DPM, relocate quickly, be the first to spot enemies and good4 swarm. 

 

Currently, it seems the only logical choice would be to just camp of course behind solid hard cover and 4 things usually happen:
 

a) You get sniped cuz base offers not enough hard cover / u are a skrub and Scouts win after they whittle down you enough for a charge

b) Draw after 15 minutes of hurling white colour words at each other

c) They mistime the rush and die

d) They rush in successfully and win

 

Or lets say ayy lmao you do push, here what usualy happens (usually a combination) :

 

a) Outsniped

b) Outflanked

c) Surrounded cuz scout

d) orrrr.... if they are [edited]they camp one corner of the map to snipe you effectively via combined dpm and allow you to surround them and crush them.

 

While I do understand there are ways and strats to deal with these teams, its generally not as amusing for the side without that many scouts cuz invisible pew pew monsters are quite annoying >: .

 

Hence i would propose there perhaps be a limit of tanks of a certain type to perhaps 3? Like maximum 3 scouts/ 3 HTs/ 3 Meds etc etc...? It may allow for more structured learning for the callers in general (similar loadouts and less variation enables people to have a common platform for discussion, but this is easily shot down tho as people may argue that there are already Metas for loadouts and people can just discuss that anyways.). However i do see the benefit in having free choice in the choosing of whatever tanks to roll out as it allows for an even greater variety of loadouts so i just wanted to hear some thoughts about this matter.


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DumbotheDarkWizard #2 Posted 14 November 2014 - 12:07 PM

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No

 

 


Isuzu_Hana #3 Posted 14 November 2014 - 12:10 PM

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No

 

You're just a deadmeat if you camp, though. Even 2 T8 scouts are more than enough for SH


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NaharArkwing #4 Posted 14 November 2014 - 12:13 PM

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No.

 

Arty limitation is enough currently. 

 

 

 


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_Storm #5 Posted 14 November 2014 - 12:29 PM

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View PostNaharArkwing, on 14 November 2014 - 03:13 PM, said:

No.

 

Arty limitation is enough currently. 

 

 

False, arty isn't limited enough.

Death2846 #6 Posted 14 November 2014 - 01:18 PM

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View PostStormtroop3r, on 14 November 2014 - 05:29 PM, said:

False, arty isn't limited enough.

 

I'm pretty sure the limit is 5.

5 SPGs in a game is too much.



_Storm #7 Posted 14 November 2014 - 01:19 PM

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View PostDeath2846, on 14 November 2014 - 04:18 PM, said:

 

I'm pretty sure the limit is 5.

5 SPGs in a game is too much.

 

Correct on both counts.

Percy23 #8 Posted 14 November 2014 - 01:22 PM

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A big NO.


REDL1NE #9 Posted 14 November 2014 - 01:30 PM

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View PostDeath2846, on 14 November 2014 - 03:48 PM, said:

 

I'm pretty sure the limit is 5.

5 SPGs in a game is too much.

 

View PostStormtroop3r, on 14 November 2014 - 03:49 PM, said:

 

Correct on both counts.

 

5 might be too much for a game however this is of a rare occurrence (however more likely than have a smart politician that is liked by people). I find that more that 85% of my games (on average of memory) have 3 or less arty on a game. I fine that is perfectly fine. Reduce the max of arty now and you will see even less arty in every game due to the restrictions. You'd be lucky to see 2 arty in a game and be super and utterly rare to see 3-4 arty in a game. Do not reduce arty further!



REDL1NE #10 Posted 14 November 2014 - 01:31 PM

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Also I add a no to other tank class restrictions, even though I dislike seeing 80% being TD's at times.

NaharArkwing #11 Posted 14 November 2014 - 02:15 PM

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View PostInvalid_Username, on 14 November 2014 - 01:30 PM, said:

 

 

5 might be too much for a game however this is of a rare occurrence (however more likely than have a smart politician that is liked by people). I find that more that 85% of my games (on average of memory) have 3 or less arty on a game. I fine that is perfectly fine. Reduce the max of arty now and you will see even less arty in every game due to the restrictions. You'd be lucky to see 2 arty in a game and be super and utterly rare to see 3-4 arty in a game. Do not reduce arty further!

 

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Kalipulako #12 Posted 14 November 2014 - 02:47 PM

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No, either learn to play with scouts or learn to actually play the mode in tier 6 by not just camping and sitting at base.

 

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havoky #13 Posted 17 November 2014 - 10:26 PM

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the only thing u'l get on the post is either get better or stop crying. 

they arn't op, and yes they can dish out massive damage and run away. well its upto you to find a way to beat them. cause other clans dont have a problem with this


                                                                    

 

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Lockhart77 #14 Posted 18 November 2014 - 09:59 AM

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Lotsa light tanks usually equates to good camo units with deadly DPM however small staying power

 

Work the kinks out and you'll win anyway even with line ups using HT + MT/TD + LT combo


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Kalipulako #15 Posted 18 November 2014 - 05:34 PM

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View PostLockhart77, on 18 November 2014 - 09:59 AM, said:

Lotsa light tanks usually equates to good camo units with deadly DPM however small staying power

 

Work the kinks out and you'll win anyway even with line ups using HT + MT/TD + LT combo

 

Not if they are just camping in one side.

 

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OrthadoxSniper #16 Posted 26 November 2014 - 05:33 PM

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In T6 strongholds I think lights should be limited to two or three, It's hard to win a game against 5 T37's and 2 Cromwells

Death2846 #17 Posted 27 November 2014 - 01:12 PM

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View PostOrthadoxSniper, on 26 November 2014 - 10:33 PM, said:

In T6 strongholds I think lights should be limited to two or three, It's hard to win a game against 5 T37's and 2 Cromwells

 

Then why don't you and your callers get better.

Or does your stats really do show how "good" you are?



Karnneo #18 Posted 27 November 2014 - 01:42 PM

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No limits an bring whatever.  1/2 the reason the T37 + cromwells works so well is that the opposition give up map and vision control.  Hiding in the corner just means 1 tank can light u all up while the rest kill your tanks.

 

If u want to win then make them respond to your moves AND KNOW WHERE THEY ARE.

 

 


Edited by Karnneo, 27 November 2014 - 01:51 PM.


Eltnot #19 Posted 27 November 2014 - 01:57 PM

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Dear OP,

If you choose to turtle, it's your own fault for causing all of the above situations that you have listed.  Try turtling less and you might enjoy some success.  You do realise that you're the one who's only aiming for a draw?

 

The problem is you, not the system.



Karnneo #20 Posted 27 November 2014 - 11:48 PM

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View PostEltnot, on 27 November 2014 - 06:57 AM, said:

Dear OP,

If you choose to turtle, it's your own fault for causing all of the above situations that you have listed.  Try turtling less and you might enjoy some success.  You do realise that you're the one who's only aiming for a draw?

 

The problem is you, not the system.

 

I approve this message.

 

Sitting in the corner just lets battle callers learn ways of digging you out.  It does nothing to improve the skills and tactics of your own callers.  Telling your camp to "Shoot the autoloader" is not leading a battle it's just teaching you how to call bingo numbers out to old laddies.  Be aggressive an don't be afraid to try stuff and lose games.  Stats are for insecure nerds in internet cafes.  You will get better with time and so will your players.






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