Title: [WM] Nebelwerfer Post by: NightRain on July 23, 2012, 01:49:10 am Manpower: 400 Ammunition: 35 Fuel: 100 Pop: 7 Pool: 11 Let's talk about the Nebelwerfer. Six inaccurate rounds which have nice spread on a general area that suppresses enemy targets but its killing potential is very random and in its current version: Low. Long time ago it could instantly crit buildings and kill everyone within a construction. Was it a MG, a riflesquad, AB squad, rangers, tommies you name it. This was removed due to unforseen incident when Someone (name not mentioned) Lost a vet 3 ranger squad to a critical strike. Nebelwerfers is indeed a slow support unit. When it fires you can hear its whoozing noises indicating doom is coming within the Fog of war. You will soon see small rockets piff and poff around your units suppressing and hopefully not killing anything. What the nebelwerfers get from doctrine buffs? Aside from Supervision on Defencive they get possibly 50% more damage which they have no need for as it does not effect its killing potential which is the Damage over time from the incidiary marks each rocket leaves in hopes some poor roflman is suppressed and is crawling in this scortched earth. Defencive also gives it a move and cloak ability on a Tier 4 which might be handy when hiding from Light vehicles but aside from that it is just a comical thing. Blitzkrieg gives zip to Nebelwerfers but they do offer a sprint for mortars which means a sprinting mortar will yell "gtfo" to a nebelwerfer that is blocking other reinforcements with its crawling forward. The hated Terror. This gives some love in a form of Mustard gas and Firestorm barrage. I've never tried firestorm barrage but I heard that it is fairly good and deals more damage than the regular barrage. Whenever I saw a nebelwerfer on the field I saw a 105 shot blow it to bits in one shell when another one finished off the weapon itself, I wasn't impressed by that but figuring it is more mobile than a immobile one so I let it slide. Whenever I saw it fire it didn't deal too much and I was fairly sure a 7 infantry kill nebelwerfer was frowned upon by the 27 kill mortar crew which the nebel was competing against. So my question to EIRR community is without mirroring or without taking unit a and b into account. Is nebelwerfer any good as it is? Or should it come with Firestorm barrage as a regular? Or should it have its building criticals increased? Or perhaps, should it obtain shells that actually explode like real artillery shells? Title: Re: [WM] Nebelwerfer Post by: Shabtajus on July 23, 2012, 02:09:36 am more heavy tanks for allies + more options in sort of arty for axis = every fanboy is happy
actually i have tried nebel few times, i was disapointed and never again looked at this unit as a good investment of resources. crits vs buildings should be added and at least 2 shells should be more accurate rest can be random. Title: Re: [WM] Nebelwerfer Post by: Headshotkiller on July 23, 2012, 06:27:31 am I played with the nebel quite some time now:
with firestorm I was able to archive around 25 - 35 kills when the gun was not hit by arty / was not rushed by any units without firestorm only around 8 - 12 kills. Average stats in a 3v3, 30 - 45 minutes. This does not include suppressed / (heavy) damaged targets obviously. Title: Re: [WM] Nebelwerfer Post by: Smokaz on July 23, 2012, 12:19:29 pm Give def the old +3 rockets and shorter cooldown
Title: Re: [WM] Nebelwerfer Post by: hans on July 23, 2012, 12:20:19 pm how about we just higher the damage output of the nebel?
Title: Re: [WM] Nebelwerfer Post by: 3rdCondor on July 23, 2012, 12:22:59 pm Spartanmarine88 and I have played a few games together with it. As a witness, he can confirm that I was able to reduce a pershing to under 50% health with very few hits while using a firestorm nebelwerfer. I didn't actually get the tank kills, but both pershings had to fall back and repair because of it. The firepower of the firestorm nebelwerfer is amazing.
EDIT: The two pershings were in two separate games. So on two occasions I was able to deal the same amount of damage to a pershing tank. I chose the pershing as an example to illustrate the firestorm nebel's destructive power. It's even better vs infantry. maps were: neuville (pershing behind church so 3 shots absorbed by church der hitze? whatever it's called. Pershing was repairing behind a building on right side also, ask lionel how he feels about firestorm nebelwerfer against his rangers xD Title: Re: [WM] Nebelwerfer Post by: aeroblade56 on July 23, 2012, 12:27:05 pm Newbwelfer is okay(if it ever lives).
It may not do to much damage but the suppression AoE is real nice. Firestorm is like having a free offmap fire its purdy good.( i think) You could give it 3 more rockets, but dont give it less cooldown as well.(not sure what the current one is) Title: Re: [WM] Nebelwerfer Post by: Smokaz on July 23, 2012, 12:28:42 pm how about we just higher the damage output of the nebel? terror already does that. The firestorm doctrien ability for nebel dont need a buff. Its the other buffs that don't compare. Or maybe FS is just Op for the nebel. At any rate them other buffs ain't good enough to justify getting one :( Title: Re: [WM] Nebelwerfer Post by: hans on July 23, 2012, 12:36:19 pm well having one doc making nebel ueber good and 2 that have useless pitchforks is very dumb tbh. Either we take away firestorm and add more damage to the nebel, or we add 2 other variants of nebels in the other 2 docs....
Title: Re: [WM] Nebelwerfer Post by: Spartan_Marine88 on July 23, 2012, 12:42:59 pm Defensive has 88 arty as well as walking stuka, it doesn't need a nebel buff.
Title: Re: [WM] Nebelwerfer Post by: Mysthalin on July 23, 2012, 12:43:43 pm 2 firestorm nebels barraging the same general area is one of the prettiest things in the game.
Title: Re: [WM] Nebelwerfer Post by: hans on July 23, 2012, 12:46:49 pm Defensive has 88 arty as well as walking stuka, it doesn't need a nebel buff. but no one takes it in this state because all it does is suppression. For its price u can take better units. Why dont we take nebel then out of def doc if it has already much better arty?? Title: Re: [WM] Nebelwerfer Post by: NightRain on July 23, 2012, 12:50:20 pm Yes I can get 2 better Artillery options on Defensive (Okay 1 because Stuka is crap) This fixes the problem that Nebel is utter crap without Firestorm ability. GENIOUS!
Title: Re: [WM] Nebelwerfer Post by: hans on July 23, 2012, 12:51:45 pm Yes I can get 2 better Artillery options on Defensive (Okay 1 because Stuka is crap) This fixes the problem that Nebel is utter crap without Firestorm ability. GENIOUS! hahaha +1 lol Title: Re: [WM] Nebelwerfer Post by: LiquiDeath on July 23, 2012, 01:30:47 pm a bit OT
i am rly full of aeroblade fanboism. he takes every chance to push allies changes and skew the axis statistics etc. (e.g. bike vs. jeeps, clever suggesting units in question have other statistics) here and there - so could certain indviduals on this forum get additional ´fanboi´ tag if enough ppl send moderator PM aknowledging this? Why is nebel building crit even removed? the unit is shit and this was only thing making it badass Title: Re: [WM] Nebelwerfer Post by: Tymathee on July 23, 2012, 02:57:56 pm but no one takes it in this state because all it does is suppression. For its price u can take better units. Why dont we take nebel then out of def doc if it has already much better arty?? and the Nebel DOES get buffs via Def, +50 dmg AND you can get +35% acc & dmg via the officer if you supervise and take it from me, it's still crappy cuz it doesn't affect the DOT Title: Re: [WM] Nebelwerfer Post by: CrazyWR on July 23, 2012, 04:45:14 pm nebel is pretty useful...but the building crit needs to be put back in
Title: Re: [WM] Nebelwerfer Post by: aeroblade56 on July 23, 2012, 05:00:54 pm i dont usually use houses but when i do i get insta crited by nebels.
Title: Re: [WM] Nebelwerfer Post by: TheVolskinator on July 23, 2012, 06:00:06 pm I used to crit houses like you...then I took a QQ to the knee.
Title: Re: [WM] Nebelwerfer Post by: jackmccrack on July 23, 2012, 07:35:41 pm House crits were rediq.
Now nebels are bunk without Firestorm rounds. Surely, there is a happy medium? Title: Re: [WM] Nebelwerfer Post by: brn4meplz on July 23, 2012, 09:07:52 pm I suggested it at the time.
House crits with a smaller Number. I think the default was like 8 or some such crazy shit. You could change it to 2-3. That way Allied squads can get hit hard(Sorry Officer types :() But Captured Nebels will hurt Axis squads a whole lot more proportionately. Title: Re: [WM] Nebelwerfer Post by: Smokaz on July 23, 2012, 09:16:52 pm Sorry officer types? What do you mean?
American officer in house is invincible already. I've had six armored cars shoot at one at the same time without dealing any damage. (Middle "big" house on the map forest) Title: Re: [WM] Nebelwerfer Post by: RikiRude on July 23, 2012, 09:34:45 pm how about instead of crits on houses, when it hits houses it does big fire damage, like incend nades, that way a unit that stays in the house takes pretty severe damage.
or how about upping the suppression? so infantry targets get pinned? then you can launch a pretty good attack after. this will also show its use as a terror weapon. Title: Re: [WM] Nebelwerfer Post by: brn4meplz on July 23, 2012, 10:13:58 pm how about instead of crits on houses, when it hits houses it does big fire damage, like incend nades, that way a unit that stays in the house takes pretty severe damage. or how about upping the suppression? so infantry targets get pinned? then you can launch a pretty good attack after. this will also show its use as a terror weapon. After? What do you mean After? The Friendly Fire Suppression values allow you to launch an Attack during a Nebelwerfer barrage. Thats the intention of the unit. You'll win infantry engagements pretty handily with one. Title: Re: [WM] Nebelwerfer Post by: Spartan_Marine88 on July 23, 2012, 10:46:29 pm After? What do you mean After? The Friendly Fire Suppression values allow you to launch an Attack during a Nebelwerfer barrage. Thats the intention of the unit. You'll win infantry engagements pretty handily with one. Combined arms is to much for this community to handle brn, your wasting your breath. Title: Re: [WM] Nebelwerfer Post by: TheVolskinator on July 23, 2012, 11:00:27 pm Combined arms is to much for this community to handle brn, your wasting your breath. WTF my blob of BARs didnt kill that P4. Op! Nurf P4! Title: Re: [WM] Nebelwerfer Post by: 3rdCondor on July 23, 2012, 11:01:49 pm Defensive provides a few good benefits:
1) It can get you a tier 4 cloak ability for nebels (in which it can also move while cloaked). 2) It could also get you a 50% damage buff tier 3 instead Terror grants firestorm rockets, mustard gas, and heavy support defense buffs. Blitz doesn't provide anything terribly useful, but you get stuhs, which are way better. I don't think it needs a buff tbh. It's just not extremely cost effective, which is a good thing. The stuka probably needs some love, but I'm not sure about the nebelwerfer. It's gonna take a lot to convince me. Probably more to convince pq Title: Re: [WM] Nebelwerfer Post by: NightRain on July 24, 2012, 12:17:38 am Nebelwerfer, no matter how much damage it gets from hits they do nothing to aid it. 50% more damage only on that little damage it does on impact. Nebelwerfer doesn't kill with direct hits like most arty, it kills with Damage over time firepools therefore 50% more damage doesn't do anything.
Title: Re: [WM] Nebelwerfer Post by: TheVolskinator on July 24, 2012, 08:09:59 am Give it PE incendiary grenade burn pools. Boom. Done.
Title: Re: [WM] Nebelwerfer Post by: Tymathee on July 24, 2012, 08:17:20 am nebel needs airburst rounds
Title: Re: [WM] Nebelwerfer Post by: Spartan_Marine88 on July 24, 2012, 08:48:14 am nebel needs airburst rounds Give it PE incendiary grenade burn pools. Boom. Done. Airburst that leaves burn pools, done. Title: Re: [WM] Nebelwerfer Post by: 3rdCondor on July 24, 2012, 09:29:28 am Airburst that leaves burn pools, done. give it original chemical fire. You know, the one that used to stay on map for 3 minutes, and your vet 3 ranger squad with full health would completely die if it retreated through it.Title: Re: [WM] Nebelwerfer Post by: nikomas on October 09, 2012, 10:25:00 am Manpower: 400 Has yet to see someone justify this, is it going to get changed or not? The nebelwerfer is quite the joke for it's price as it stands, I was not really kidding when I said the terror mp44 guard can regularly score more kills than the weapon itself.Ammunition: 35 Fuel: 100 Pop: 7 Pool: 11 Title: Re: [WM] Nebelwerfer Post by: TheIcelandicManiac on October 09, 2012, 10:26:30 am They could fix this by adding a Building Dam modifier or give them back Building kill crit, but the neb is still quite pathetic of a unit unless you are running Heavy support Terr or fire storm.
Title: Re: [WM] Nebelwerfer Post by: nikomas on October 09, 2012, 10:30:34 am As someone who ran heavy support a lot, the only value you get out of there is trolling around at vet 2 with the guard having 60/50/30 LMS in range, aside from that the nebelwerfer itself was still junk. The crew would probably be more effective without the gun at that point.
Title: Re: [WM] Nebelwerfer Post by: Tymathee on October 09, 2012, 10:48:31 am Has yet to see someone justify this, is it going to get changed or not? The nebelwerfer is quite the joke for it's price as it stands, I was not really kidding when I said the terror mp44 guard can regularly score more kills than the weapon itself. when i was on the BT we talked about the price pretty heavily, i really expected something to be done. Title: Re: [WM] Nebelwerfer Post by: tank130 on October 09, 2012, 10:59:09 am It is currently being reviewed by the BT
Title: Re: [WM] Nebelwerfer Post by: Dnicee on October 09, 2012, 03:47:14 pm the price wont help i think, undo the changes and make it good again.
Title: Re: [WM] Nebelwerfer Post by: Tymathee on October 09, 2012, 04:47:12 pm I was pushing on taking away the fuel cost entirely since it doesn't have much if any tank killing power and is mainly a suppression tool.
like 450mp - 80mu, priced like an expensive mortar. Title: Re: [WM] Nebelwerfer Post by: Smokaz on October 09, 2012, 05:29:12 pm It was neutered when it was made irrelevant vs buildings because people were getting upset that direct hits on buildings with inf inside were killing their squads, now the only way to unjunk it is firestorm T3 (very poweful) or unintended cheese like mp44s having lolrange from HS.
Title: Re: [WM] Nebelwerfer Post by: EIRRMod on October 09, 2012, 08:31:49 pm I quite liked the building crit chance =(
BRING BACK BUILDING DAMAGE! ;) Title: Re: [WM] Nebelwerfer Post by: RikiRude on October 09, 2012, 09:01:31 pm I think taking away fu cost would be a fantastic start, then of course lowering its pop, maybe to 5, or just try it at 6.
The problem is how awesome FS nebels will be with any buffs, because god damned I love my FS nebels. Nebels needs a more defined role, maybe make it so when they hit buildings they do grenade and incendiary damage, make it so people gtfo out of a building the nebel hit. Or if they don't react fast enough they at least lose a dude or two. Or make nebel rockets land faster and reduce the cool down. Nebels as it stands are only really good when you are dealing with inf blobs that arent moving around too much. It's much better to just use a mortar to do work on atgs or support weapons. Title: Re: [WM] Nebelwerfer Post by: Tymathee on October 09, 2012, 09:48:50 pm what if it just fies like a callie, giving it more smashyness
|