What does this suggestion change/add/remove:
Changes: Reduce the Damage of the KWK To tanks
Has something similar been suggested before? If so, why is your suggestion different?: No
Possible positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
I can't see any negatives.
Based on the Positives & Negatives, why should this suggestion be accepted: If the KWK could be nerfed to take 2-3 shots to kill a tank like a normal tank, it could be actually fun playing tank regiments without being sniped by a KWK out of your render distance. Yes, I know KWK's are stationary, but they can block off entire sections where to go and they can be easily re-built while a tank has a really long cooldown to restock.
Changes: Reduce the Damage of the KWK To tanks
Has something similar been suggested before? If so, why is your suggestion different?: No
Possible positives of the suggestion (At least 2):
- At the moment, more tanks are being destroyed by KWKs (Mostly for 10th) than in genuine tank fights or in CAS Runs, thereby ruining tank regiment stockpiles.
- More fun for both tank regiments without having 10th worry about being instantly killed by NATO base KWKs when in gypsis or ET, or 17th being killed by a KWK in a bush or hidden elsewhere.
- In a realistic sense, why would a single kwk be stronger than a tank?
Possible Negatives of the suggestion:
I can't see any negatives.
Based on the Positives & Negatives, why should this suggestion be accepted: If the KWK could be nerfed to take 2-3 shots to kill a tank like a normal tank, it could be actually fun playing tank regiments without being sniped by a KWK out of your render distance. Yes, I know KWK's are stationary, but they can block off entire sections where to go and they can be easily re-built while a tank has a really long cooldown to restock.
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