Test Play & Balance Adjustment Suggestions for the Skink AA Vehicle

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The Skink’s loader only reloads two of its four cannons, leaving the other two to be reloaded by the gunner. While this setup is historically plausible, it forces my crew to pick either the Loader skill or Gunner skill for the gunner, which is really frustrating. The gunner skill is vital for anti-air combat after all. Besides, the Skink’s ammo belts are severely underperforming with unacceptably poor damage output. I’ve come up with two adjustment proposals:

  1. Assign all four cannons’ reloading work to the loader, leaving the gunner solely in charge of firing, and cut the reload time from 5 seconds to 4 seconds.
  2. Revise the Skink’s ammo loadout: let the two loader-fed cannons use pure HE ammo belts and eliminate their overheating mechanic entirely.
  • Yes
  • Yes(Changes are necessary, yet my suggestions differ)
  • No(I have a different take.)
0 voters
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And they want like $35 for these broken under preforming vehicles. What a joke.

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Bug, will be fixed

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Perhaps the overheating effect could also be lowered a tad… seems to overheat too fast, imo…

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A tad is an understatement lmao, get rid of it fully.

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Considering it has 30 rounds magazines… yes, we could definitely make without

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Yeah reloading is enough of a pause tbh

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I don’t know how good they are in a match because i’m not paying $50 for 2 SPAA that are not proven and, in the game, But… in the test range at least the KugelBlitz is the better of the 2 being able to destroy a whole bomber raid in a single mag with controlled bursts.

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just from testing the Kugel in the test range on the Dev server I can tell this thing is going to be a menace.