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[PE] Bergetiger
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Topic: [PE] Bergetiger (Read 3609 times)
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CrazyWR
EIR Veteran
Posts: 3616
[PE] Bergetiger
«
on:
April 27, 2014, 07:58:08 pm »
I'd like to propose lowering the fuel cost on this from 220 to say...140 or 150. Right now, 220 fuel can get you 4 armored cars or a marder and an upgun hotchkiss, or a bunch of other stuff. I realize we can't make it too cheap, but I think lowering the price by 70-80 fuel would be reasonable. 150 would make it a tradeoff for another Marder or 2 AC's an an IHT(145), or something similar. Thats a tough decision, but still would allow people to use the Berge more often without allowing them to field a ton more stuff. 220 makes it very hard to shoehorn into a company...
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Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
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NightRain
EIR Veteran
Posts: 3908
Re: [PE] Bergetiger
«
Reply #1 on:
April 28, 2014, 12:22:32 am »
To be fair, berge is quite underwhelming unit. Such a expensive pop on field even for nearly limitless repairs.
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
CrazyWR
EIR Veteran
Posts: 3616
Re: [PE] Bergetiger
«
Reply #2 on:
May 13, 2014, 11:41:46 am »
Myst, any thoughts on this?
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Mysthalin
Tired King of Stats
Posts: 9028
Re: [PE] Bergetiger
«
Reply #3 on:
May 13, 2014, 12:26:23 pm »
I don't think reducing it's cost is going to help much - at the end of the day it is still 6 popcap on the field that is not exactly easy to keep, and attempting to repair anything more pop-intensive than a hotchkiss is just asking for horrible trouble on the frontlines (which you need to hold to be able to use the unit and have a very hard time doing as PE).
Reducing it's pop might seem like a solution, but then we're going to have some hilarity when 1 player brings a tiger while another just protects it with 3 berges worth of steel wall. Funny, but not exactly what we should be striving for.
I think increasing the repair speed (massively) is an idea worth having and investigating, in all fairness.
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CrazyWR
EIR Veteran
Posts: 3616
Re: [PE] Bergetiger
«
Reply #4 on:
May 13, 2014, 12:49:45 pm »
There still won't be room to fit it into a PE company man.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: [PE] Bergetiger
«
Reply #5 on:
May 13, 2014, 12:53:22 pm »
The problem is less about fitting it in and more about it not doing much once on the field, I do believe. The price could use a look at, but it won't make the unit worthwhile on its own.
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Smokaz
Honoured Member
Posts: 11418
Re: [PE] Bergetiger
«
Reply #6 on:
May 13, 2014, 01:16:46 pm »
Why not just make it a continously repair a targeted vehicle? We've seen that the current line of thought doesn't work, so a small change within the small parameter will produce zero excitement.
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
CrazyWR
EIR Veteran
Posts: 3616
Re: [PE] Bergetiger
«
Reply #7 on:
May 13, 2014, 10:27:21 pm »
Personally I think it does fine once it is on the field, it is just too expensive to purchase right now with the fuel nerfs that have hit PE.
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XIIcorps
Donator
Posts: 2558
Re: [PE] Bergetiger
«
Reply #8 on:
May 13, 2014, 10:33:05 pm »
Unlimited repairs in a limited repair environment, im sorry but that in itself is a rather powerful ability.
granted the berge being a support vech could use a reduced fuel cost and increased munitions cost, just becuase of the PE fuel constraints.
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: [PE] Bergetiger
«
Reply #9 on:
May 14, 2014, 01:07:39 pm »
What about mixing it in with its old ability?
making it so that it grants a small change to retain dead units?
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Quote from: Shabtajus on May 18, 2013, 02:16:45 am
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CrazyWR
EIR Veteran
Posts: 3616
Re: [PE] Bergetiger
«
Reply #10 on:
May 14, 2014, 04:41:03 pm »
Quote from: TheIcelandicManiac on May 14, 2014, 01:07:39 pm
What about mixing it in with its old ability?
making it so that it grants a small change to retain dead units?
this is not a good thing. Having to re-kill axis super heavies is not a good thing. Once a unit is dead, it should stay dead. I firmly believe a reduced fuel cost is all this unit needs to see an uptick in use. If after that is implemented, it still isn't used, then maybe look at it again.
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