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Author Topic: emplacements  (Read 8641 times)
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SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #20 on: March 23, 2009, 04:43:35 pm »

btw about piats, 2 shots took more then half hp on my p4 that was fun.
It takes 3 shots for that if you have skirts Smiley


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agtmadcat Offline
EIR Regular
Posts: 26


« Reply #21 on: March 23, 2009, 08:27:57 pm »

I agree that 17s are probably a little OP at the moment, but I don't think they need a big change - just increase the build time dramatically. MAke it, say, 15 seconds. That alone should sort it out.
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MistenTH Offline
EIR Veteran
Posts: 199


« Reply #22 on: March 23, 2009, 09:47:41 pm »

1 anti building grenade killed my bofors from full health.. cheap way of removing a building.

Finally ABG gets some use, it's short range though!

I agree that 17s are probably a little OP at the moment, but I don't think they need a big change - just increase the build time dramatically. MAke it, say, 15 seconds. That alone should sort it out.

The old build times were that long, and made emplacements unusable.

I'd suggesting going back to the old build time of 18 seconds or whatever it was in 003, which was fast but not that fast.

Right now mortars do decent damage against emplacements, but with increased range on mortar pit and 17 pounder, wehrmacht mortar teams can get counter-mortared, and the mortar HT on an open map can be slaughtered by a 17 due to short range, so it's not the no-brainer solution as it used to be in 003.

The only weapon that does in emplacements fast is the panzershreck, and the StuH. I think tanks should be able to do good damage against emplacements. The vCoH damage tanks do against emplacements is pretty low.

And yea the free repair ought to be taken out. But buff the repair speeds on emplacements to compensate.
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #23 on: March 23, 2009, 09:51:33 pm »

For context the free repair was not intended, its a remaining coding issue that is yet to be resolved.   

Once that is out this will change the dynamic again,  but till then we are considering these suggestions closely.
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #24 on: March 24, 2009, 06:08:36 am »

i'm not sure why everyone's so fired up to remove the auto repair,

I think it balances out the 30 second unload time pretty well. 
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #25 on: March 24, 2009, 06:14:30 am »

i'm not sure why everyone's so fired up to remove the auto repair,

I think it balances out the 30 second unload time pretty well. 

It means you're practically invulnerable to any type of indirect fire targetting your emplacements. The only way to beat emplacements is by rushing them currently.
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #26 on: March 24, 2009, 06:28:32 am »

Nahh... 30 seconds is a looong time under fire.  Seriously, your emplacements can go down to very low health just from mortar barrage in the time it takes to unpack. And that's if you start right off.

And ofc if axis players are feeling tricksy they will rush in once they think you've disabled your 17 or bofors to move it.

The majority of my emplacements (not counting Vickers) have died to indirect fire, or to indirect fire + paksniping.

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Unkn0wn Offline
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Posts: 18377


« Reply #27 on: March 24, 2009, 06:39:41 am »

The mortar pit outranges all other mortars, meaning that it seems like you did not have one set up to protect your emplacements from indirect fire. In addition, it seems like it takes very little damage from other mortars itself.

The health issue IS a big thing and will be resolved hopefully.
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BigDick
Guest
« Reply #28 on: March 24, 2009, 06:59:52 am »

1 anti building grenade killed my bofors from full health.. cheap way of removing a building.

i think i saw this replay you are referring to (if it is the one in replay section)

you could have saved the bofor if recrewing it with the nearby tommy squad nearby to get free repair


but i smell the new PE anti emplacement tactic

drop a anti building equiped fallschirmjaeger squad onto the befors...wait a minute...
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #29 on: March 24, 2009, 07:04:59 am »

If you remove the repair you'll have to lower the unload time imo. At least by 5 seconds.

Mortar pits have been at various stages of bugginess this release. I've always had one in my company but it typically dies.

***

I just don't know what to tell you unknown. Mortar fire (plus paksniping) is the #1 threat I've seen to emplacements currently. Bear in mind that even if you unload before the mortars destroy you, your crew can still get mortared while moving off.  

Quote
you could have saved the bofor if recrewing it with the nearby tommy squad nearby to get free repair
Recrewed emplacement's can't relocate.
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BigDick
Guest
« Reply #30 on: March 24, 2009, 07:06:25 am »

Recrewed emplacement's can't relocate.

recrewed emplacements get more then 50% hp back when recrewing that is what i mean
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #31 on: March 24, 2009, 10:59:26 am »

I think the uncrewed emplacements just have different healthbars now; i dont think there's any magical repair. not sure.

***

Tanks do need to hurt emplacements a bit more. At least, 17 pdrs.
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MistenTH Offline
EIR Veteran
Posts: 199


« Reply #32 on: March 25, 2009, 08:11:28 pm »

Tanks do need to hurt emplacements a bit more. At least, 17 pdrs.

Yeap vehicles in general need to do more damage to emplacements. But the StuH's should be nerfed though; it seems to 2 shot an emplacement, haven't confirmed that one yet. Anti-tank grenades of PE should do more damage too, they just tickle at the moment. The incin grenades and incin barrage and nebel incin rockets should do decent burn damage too. Don't damage the crew since that causes issues, but make them do like 15-20% damage. So 1 use or barrage won't kill the emplacement, but you better damn well move and fall it back, rather than just sit there taking no damage.
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #33 on: March 25, 2009, 08:24:05 pm »

Marders and StuHs do great damage to emplacements. Not sure what the difference is.
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MistenTH Offline
EIR Veteran
Posts: 199


« Reply #34 on: March 25, 2009, 08:53:13 pm »

Just checked.

Mortar pit, 25 pounder = emplacement

Most tanks have a 1.0 modifier against emplacements (Pz 4: 87.5). StuH has 2.0 (200 damage). Marder 3 is 0.7 though (105 damage).

17pounder, Bofors armour type = checkpoint

Most tanks have a 0.6 modifier against emplacements (Pz 4: 52.5). StuH has 2.0 (200 damage). Marder 3 is 0.7 though (105 damage).

Emplacements have 400-450 health, cept bofors with 550. So yea, a StuH can kill an emplacement with 3 hits, which is way too few, whereas a Pz4 against a 17 and bofors takes 8-10, which actually seems reasonable, but doesn't feel that way in game though, need to observe that in game.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #35 on: March 26, 2009, 05:00:38 am »

The 17 pounder also has a targetting priority issue.  It targets infantry over support weapons, specifically the pak.  Which is a major issue if someone brings up infantry for the 17pounder to shoot at while the pak snipes the 17pounder down.   

This normally wouldnt be a problem except you cannot manually retarget the 17pounder, at which point it just sits there and dies.
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Pak75mm Offline
EIR Veteran
Posts: 108


« Reply #36 on: March 26, 2009, 09:02:04 am »

Marders and StuHs do great damage to emplacements. Not sure what the difference is.

marder will lose to bofors since its out ranged by it.

stuh while good is slow rate of fire and it being a stug get raped by the 17 and brits dont just leave emplacements alone.

I agree that they build too fast. They need slower build times but slightly faster unpack times. thus giving them a chance against arty.
Range needs to come down a bit on 17.
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