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kt's
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Topic: kt's (Read 17714 times)
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dravidian
EIR Veteran
Posts: 97
kt's
«
on:
July 20, 2009, 07:32:42 pm »
ok i think that kt's are a bit op, even thought they cost 10 PP you should only be able to have 1 maximum, no over supply, or i think that there should only be 1 kt field able at one time i mean as an allied player it is horrible to try and fight against 2-3 kt's on the field at once supported with infantry, or nerf its health, i mean seriously, it is impossible to kill those when they are properly supported and micro'd, no flaming
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http://en.wikipedia.org/wiki/Dravidian_people
"I pimped slapped him man!" - Coh Commando
"Ah this is not the end, it is not even the beginning of the end, but, perhaps it is the end of the beginning!"
"Everyone loves Abbeville"-Cobol
Kangaroo- the very concept that you can put a blob in a can
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: kt's
«
Reply #1 on:
July 20, 2009, 07:34:16 pm »
Possibly, but they are slow and easily back capped and cost a lot of pop for a slow rolling fortress.
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Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
Piotrskivich
EIR Veteran
Posts: 542
Re: kt's
«
Reply #2 on:
July 20, 2009, 07:35:05 pm »
And mines.....
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dravidian
EIR Veteran
Posts: 97
Re: kt's
«
Reply #3 on:
July 20, 2009, 07:36:10 pm »
well try back capping when they have a giant blob of lmg grens, you have no arty, they have 1 p4' and 2 kt's and a flak, and 3 paks it is seriously the hardest thing to kill when supported, o i forgot they also had 2 2 man shrek squads, try to get through that or even around it?
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: kt's
«
Reply #4 on:
July 20, 2009, 07:37:44 pm »
well dravidian if they have all of that, and you have no arty, i dont see how its the systems fault
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dravidian
EIR Veteran
Posts: 97
Re: kt's
«
Reply #5 on:
July 20, 2009, 07:39:55 pm »
so basically your saying i cant win without artillery? thats bs demon
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AmPM
Community Mapper
Posts: 7978
Re: kt's
«
Reply #6 on:
July 20, 2009, 07:44:24 pm »
Let us count the horde.
If its a 2v2....18pop per KT....36 for 2...thats 1 players entire force for that and a pak.
Then a P4 and FLAK, 21, leaving a whole 3-4 squads of men...
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BeRzErKeR
EIR Veteran
Posts: 266
Re: kt's
«
Reply #7 on:
July 20, 2009, 07:47:29 pm »
Not all doctrines have an artillery unit. Infantry, Armor, and Canadian Artillery are the only ones that actually have an on-map artillery unit. Anyways even if he managed to get a Howitzer on, it might of had just been V1ed , Firestormed or rushed.
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wildsolus
Donator
Posts: 807
Re: kt's
«
Reply #8 on:
July 20, 2009, 07:49:07 pm »
sniper helps
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lol
lol x2
AmPM
Community Mapper
Posts: 7978
Re: kt's
«
Reply #9 on:
July 20, 2009, 07:49:52 pm »
So back cap? 1 2man squad can take a sector. Get an M3, load it up with a couple men, and go steal the land.
Or just kill the KTs...hell, I manage that and my biggest mobile AT is a 6pdr, I don't even use PIATs.
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gamesguy2
Honoured Member
Posts: 2238
Re: kt's
«
Reply #10 on:
July 20, 2009, 07:59:55 pm »
KTs aren't that good. I stopped playing with my dual KT terror company because it was far too inflexible, a good player will exploit their slow speed and it will cost you the game.
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dravidian
EIR Veteran
Posts: 97
Re: kt's
«
Reply #11 on:
July 20, 2009, 08:06:48 pm »
um i did have a sniper and it got pak sniped
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dravidian
EIR Veteran
Posts: 97
Re: kt's
«
Reply #12 on:
July 20, 2009, 08:07:47 pm »
ok now how are we supposed to exploit the speed? by tank rushing? no flak and 2 paks, by kangaroo's still no, infantry? mg's and p4's for that, it was physically impossible
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dravidian
EIR Veteran
Posts: 97
Re: kt's
«
Reply #13 on:
July 20, 2009, 08:11:51 pm »
btw it was a 3v3 and i did get a sticky on one that repaired in no time, also kt's on roads > infantry and atg's wow sorry for triple post....
«
Last Edit: July 20, 2009, 08:17:10 pm by dravidian
»
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spinn72
EIR Veteran
Posts: 1802
Re: kt's
«
Reply #14 on:
July 20, 2009, 08:19:33 pm »
Quote from: gamesguy2 on July 20, 2009, 07:59:55 pm
KTs aren't that good. I stopped playing with my dual KT terror company because it was far too inflexible, a good player will exploit their slow speed and it will cost you the game.
What slow speed?? At vet2 and 3 i think they get speed bonuses, plus its not like Allies have an ATHT which can insta damage engine.
The main problem i have with KTs is that they are so survivable even a complete noob can keep one alive. The only way to truely beat a KT (or even a jagd) is take it off without them repairing them or otherwise capping them out in the process of forcing them off.
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dravidian
EIR Veteran
Posts: 97
Re: kt's
«
Reply #15 on:
July 20, 2009, 08:21:16 pm »
as posted in the other thread it literally takes eveyr players at to take one down, without vet, and if it supported well you will lose alot of your at, and if they ahve a 2nd one your fucked
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AmPM
Community Mapper
Posts: 7978
Re: kt's
«
Reply #16 on:
July 20, 2009, 08:22:04 pm »
Umm.....not really, 2-3 atgs will generally take it down enough for it to run away....buy AP rounds.
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dravidian
EIR Veteran
Posts: 97
Re: kt's
«
Reply #17 on:
July 20, 2009, 08:24:04 pm »
i had ap rounds, i got one stickied and i did get it to half health, and even though i had an mg a vet 3 blob of kch and lmg grens killed all my at, and if they didn't do it a pak did so there you go
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gamesguy2
Honoured Member
Posts: 2238
Re: kt's
«
Reply #18 on:
July 20, 2009, 08:28:51 pm »
Quote from: spinn72 on July 20, 2009, 08:19:33 pm
What slow speed?? At vet2 and 3 i think they get speed bonuses, plus its not like Allies have an ATHT which can insta damage engine.
No they dont, KTs no longer get speed bonuses. And yes allies do. Bren MMG, bren guns in a clowncar/kangaroo. Sticky rifles in a HT(my favorite tactic).
Quote
The main problem i have with KTs is that they are so survivable even a complete noob can keep one alive. The only way to truely beat a KT (or even a jagd) is take it off without them repairing them or otherwise capping them out in the process of forcing them off.
A complete noob using a KT never does anything with the KT. I've played players like that, a vet 3 KT that gets like 2 kills and sits in spawn because hes too scared to lose it.
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dravidian
EIR Veteran
Posts: 97
Re: kt's
«
Reply #19 on:
July 20, 2009, 08:31:48 pm »
gamesguy, clowncars are very useless, they're way over priced for their usability and a good player will support his kt with other at, meaning your clown car would get 1 shotted, then the infantry surpressed by an mg or something and you would fail, and plus it takes like 10 seconds for the infantry to get out of the half track and throw a sticky
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