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AT guns
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Topic: AT guns (Read 14025 times)
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DuckOfDoom
EIR Veteran
Posts: 318
Re: AT guns
«
Reply #40 on:
June 14, 2009, 08:31:38 am »
Actually, AT guns sniping weapon team is Relics fault. For some reason, deployed hmgs and mortars count as LIGHT VEHICLES in Relics infinite wisdom. Thats why recon sections are unable to snipe deployed weapon teams anymore, and thats why m10s and other vehicles tend to hit the actual deployed gun more then the crew itself. The result is the same however - the gun is destroyed and the crew retreats.
Logged
DuckOfDoom
EIR Veteran
Posts: 318
Re: AT guns
«
Reply #41 on:
June 14, 2009, 08:33:16 am »
Quote from: Fresz1 on June 14, 2009, 08:03:06 am
So devs when u fix ATGs?
I cant unterstand one thing, how 57mm gun can do
ANY
damange on panther or tiger/king.
[iam not talking about AP rounds]
Hint: its a videogame
By your own logic, your precious panther shouldn't be able to fire on the move at all.
Logged
Artemis
EIR Regular
Posts: 1
Re: AT guns
«
Reply #42 on:
June 14, 2009, 08:36:47 am »
And 57mms can damage panthers/tigers... easily. They blow tracks off really well; they penetrate the turret armour fairly easily, allowing them to set off ammunition or just punch holes clean through it. Then can penetrate rear armour. etc.
Logged
Jazlizard
EIR Veteran
Posts: 691
Re: AT guns
«
Reply #43 on:
June 14, 2009, 08:52:15 am »
Quote from: DuckOfDoom on June 14, 2009, 08:31:38 am
Actually, AT guns sniping weapon team is Relics fault. For some reason, deployed hmgs and mortars count as LIGHT VEHICLES in Relics infinite wisdom. Thats why recon sections are unable to snipe deployed weapon teams anymore...
Actually with regards to the recon squad, they fixed that bug.
Logged
Quote from: Phil
The MOD is over. The war is over. We're too lazy to restart it. You can all go fuck pickles mom, I hear she's easy.
Latios418
EIR Veteran
Posts: 443
Re: AT guns
«
Reply #44 on:
June 14, 2009, 09:05:17 am »
Relic's infinite wisdom is why machineguns and mortars don't get hopelessly crushed by tanks while set up.
Logged
Quote
Anonymous 06/19/09(Fri)11:55 No.4931966
Is Akranadas in this thread? Fucker can't stop bragging about his "waifu taldeer" and cosplaying in an eldar farseer costume while shouting "Flithy monkeighs!" interspaced with random eldar gibberish.
DuckOfDoom
EIR Veteran
Posts: 318
Re: AT guns
«
Reply #45 on:
June 14, 2009, 09:46:59 am »
Quote from: Latios418 on June 14, 2009, 09:05:17 am
Relic's infinite wisdom is why machineguns and mortars don't get hopelessly crushed by tanks while set up.
No relic just cant code. And that bug is still not fixed!
Logged
Latios418
EIR Veteran
Posts: 443
Re: AT guns
«
Reply #46 on:
June 14, 2009, 10:09:09 am »
Making set-up weapons teams count as light vehicles was an easy way out of doing extra coding, and it worked well. I've never seen the bug in vcoh.
«
Last Edit: June 14, 2009, 11:17:24 am by Latios418
»
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: AT guns
«
Reply #47 on:
June 14, 2009, 11:13:23 am »
the only inf. kills i get on my ATGs are from when some PE player tries to bum rush a HT with assault grens past the gun.
I pop AP rounds and watch the HT drive outta control into a building killing the menz inside. The inf. kills count
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Killer344
The Inquisitor
Posts: 6904
Re: AT guns
«
Reply #48 on:
June 14, 2009, 11:18:05 am »
Quote from: Latios418 on June 14, 2009, 09:05:17 am
Relic's infinite wisdom is why machineguns and mortars don't get hopelessly crushed by tanks while set up.
Are you sure youŽd like to see m10s crushing mortars?
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Quote from: brn4meplz on April 18, 2013, 01:23:05 am
If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Latios418
EIR Veteran
Posts: 443
Re: AT guns
«
Reply #49 on:
June 14, 2009, 12:04:35 pm »
That wasn't sarcasm. I was saying Relic made set up weapons (and their crew) count as light vehicles for a reason.
«
Last Edit: June 14, 2009, 12:11:18 pm by Latios418
»
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Malevolence
Donator
Posts: 1871
Re: AT guns
«
Reply #50 on:
June 14, 2009, 12:08:09 pm »
Quote from: Smokaz
I had my vet 2 mg42 crew sniped 2 times in a row by an at gun, I decided to retreat it and then another last shot hit the kraut dude retreating. I was very sadface.
That same game I lost two HMG42s to AT snipe on the gun, and one crewman on a mortar. It was epic cry
Logged
Akranadas' Greatest Hits, Volume 1:
Quote from: Akranadas
Vet has nothing to do with unit preformance.
Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
Tymathee
Donator
Posts: 9741
Re: AT guns
«
Reply #51 on:
June 14, 2009, 12:38:16 pm »
Quote from: Killer344 on June 14, 2009, 11:18:05 am
Quote from: Latios418 on June 14, 2009, 09:05:17 am
Relic's infinite wisdom is why machineguns and mortars don't get hopelessly crushed by tanks while set up.
Are you sure youŽd like to see m10s crushing mortars?
I played a mod where support weapons were able to be crushed by tanks, it was no fun. Playing against the ai, he wouldn't even bother shooting at it, he'd just run them over. AT guns were useless vs tanks unless you fired at them from range and took them out before they got close enough and hmgs and mortars, lulz. So yea, there's a reason why they have it that way.
and what's wrong with at weapons hitting the gun? You telling me if i set up a mortar, which is i think 4 feet and a pretty good target, that I shouldn't be able to shoot at it? Same thing with an hmg (which btw, should really only take one hit, it is a gun after all but its a game) i say leave it alone. it happens rarely. I tihnk i've killed an hmg with my at gun like maybe at the most 3 times, a mortar once (if ur mortar gets killed by at gun fire, then you suck seriously) so leave it be.
As for infantry kills itself, if i have an at gun on the field for a while, after a while it'll rack up infantry kills. Paks do the same thing, panthers, g-wagen's, etc. IRL, the 57mm cannon is a CANNON and you can hit infantry with it as they not only have ap shells, they have he shells (play faces of war and you'll see what i mean, realism!) and i'm sure that with a 57mm or 35mm cannon, it'd be pretty easy to put a shell through someone's cut at 10 feet or so.
«
Last Edit: June 14, 2009, 12:41:00 pm by Tymathee
»
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
AmPM
Community Mapper
Posts: 7978
Re: AT guns
«
Reply #52 on:
June 14, 2009, 10:11:28 pm »
But then again, all vehicles short of some British ones carrier AP and HE rounds. So do you want to see Marders gibbing Rifles at long range? Or insta killing your ATG once it starts shooting?
Logged
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Tymathee
Donator
Posts: 9741
Re: AT guns
«
Reply #53 on:
June 14, 2009, 11:36:50 pm »
Quote from: AmPM on June 14, 2009, 10:11:28 pm
But then again, all vehicles short of some British ones carrier AP and HE rounds. So do you want to see Marders gibbing Rifles at long range? Or insta killing your ATG once it starts shooting?
never said i wanted it. Just making a point that it's silly to try and say "at guns shouldn't kill infantry" heck, if you want really realistic, lots of tanks should be one hit, infantry shouldn't be able to be face to face shooting each other, tanks shouldn't shoot on the move, tanks shouldn't engage within half a mile of each other, i shouldn't be able to place units bheind a building/bush/hedgeow and see whats on the otherside etc. etc.
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Fresz1
EIR Veteran
Posts: 75
Re: AT guns
«
Reply #54 on:
June 15, 2009, 02:04:03 am »
guys, how ATG can kill two guys in one shot? Happed to me twice yesterday, once on Granadiers 3vet and on HMG...
I would like to know what DEV think about all that.
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: AT guns
«
Reply #55 on:
June 15, 2009, 02:32:58 am »
TBH, AT shells have a small splash radius, but it is possible for them to kill two with a shot =/
Youd have to be very unlucky though.
Logged
Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
Tymathee
Donator
Posts: 9741
Re: AT guns
«
Reply #56 on:
June 15, 2009, 02:56:46 am »
Quote from: EIRRMod on June 15, 2009, 02:32:58 am
TBH, AT shells have a small splash radius, but it is possible for them to kill two with a shot =/
Youd have to be very unlucky though.
i've seen it done. Low HP infantry, at round hits one guy, kills the other.
has nothing to do with eirr, it's all relic
http://coh-stats.com/Weapon:57mm_AT_Gun
yeah, has a small area of effect, just like how a panther or m18 or m10 shell can kill more than one infantry, ditto at gun.
Logged
Fresz1
EIR Veteran
Posts: 75
Re: AT guns
«
Reply #57 on:
June 15, 2009, 06:07:50 am »
they wasent low hp
Logged
Killer344
The Inquisitor
Posts: 6904
Re: AT guns
«
Reply #58 on:
June 15, 2009, 06:20:17 am »
It doesnŽt matter how much HP they had, unless they were kchs.
Look in coh-stats how much HP inf has and how much DPS an atg does
.
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