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EarthShaker Barrage
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Topic: EarthShaker Barrage (Read 7422 times)
0 Members and 6 Guests are viewing this topic.
Aggamemnon
Donator
Posts: 418
Re: EarthShaker Barrage
«
Reply #20 on:
August 10, 2009, 06:01:33 pm »
Quote from: AmPM on August 10, 2009, 02:13:42 pm
Actually, 1 Round will nearly kill a Panther. The modifiers need to be checked, as the round itself only does 300 damage.
Do please read the post above yours.
I'm told it does 500 a shell, if it hits, unsure on the splash.
Since all true tanks have more than this, then it's impossible to 1 shell a tank from full hp.
Not moving is actually the counter to this, since it's hardly ever hit the same spot twice, unlike other offmaps, which hammer home in the same area many times.
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"Success on D-Day, depended entirely on these men"
Ununoctium
EIR Veteran
Posts: 1256
Re: EarthShaker Barrage
«
Reply #21 on:
August 10, 2009, 06:13:49 pm »
The only thing worse than an offmap that makes you run is one that makes you stand still
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Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything. Its really really frustrating.
Your tiger is a whore
jackmccrack
EIR Veteran
Posts: 2484
Re: EarthShaker Barrage
«
Reply #22 on:
August 10, 2009, 06:34:11 pm »
*red smoke*
Alright, I'll try my luck at standing still.
*officer and mortar team gibbed*
Well that sucked.
-6 minutes later-
*red smoke*
Okay this time I am getting the hell out of here
*moves Pak gun*
...
*Pak gun explodes*
Logged
Let's talk about PIATs in a car.
Aggamemnon
Donator
Posts: 418
Re: EarthShaker Barrage
«
Reply #23 on:
August 10, 2009, 06:57:45 pm »
Yes and the payback is that you can't have your own units close to the area.
You can potentially cripple your ally, or yourself, and unlike most arty, it does an effective job of scaring people, rather than, click boom dead.
It's unpredictable, which is why some people love it and others hate it. Doesn't mean it's bad or op.
+ It has good damage, has a morale aspect on enemy player, varied effect, clears an area.
- It doesn't target units, has big gaps inbetween shells (compared with other barrages), varied effect, hard to move up with.
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salan
Synergies TL2 mod!
Posts: 6290
Re: EarthShaker Barrage
«
Reply #24 on:
August 10, 2009, 07:09:23 pm »
Last time i used it i wiped out two of my allies units and missed all my enemies, lol!
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www.synergiesmod.com
ImmanioEiR
Donator
Posts: 247
Re: EarthShaker Barrage
«
Reply #25 on:
August 11, 2009, 01:52:19 am »
Having 4 of these, 2 mortar saturation barrages and 2 infantry offmaps (+ howi onmap) dropped on you in the course of a 2v2 doesn't really make for an entertaining game, to be honest. Especially not when 1 earthshaker barrage takes out an 80% health PzIV and a full health StuG.
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: EarthShaker Barrage
«
Reply #26 on:
August 11, 2009, 02:54:45 am »
Quote from: ImmanioEiR on August 11, 2009, 01:52:19 am
Having 4 of these, 2 mortar saturation barrages and 2 infantry offmaps (+ howi onmap) dropped on you in the course of a 2v2 doesn't really make for an entertaining game, to be honest. Especially not when 1 earthshaker barrage takes out an 80% health PzIV and a full health StuG.
Right there with ya matey.
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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: EarthShaker Barrage
«
Reply #27 on:
August 11, 2009, 03:24:29 am »
i played as pe vs two rca players who just spammed artillery. We were able to otu tact them but everytime we made a push, they just dropped off maps (this was b4 reset) it was just insanely annoying.
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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.
Mysthalin
Tired King of Stats
Posts: 9028
Re: EarthShaker Barrage
«
Reply #28 on:
August 11, 2009, 03:34:55 am »
There seems to be a disagreement on how powerful the earthshaker actually is.
It's got 200-350 damage
The splash radius is :
S 3
M 5
L 7
The damage and accuracy modifiers are 1 at any range - S, M or L.
There is, however, a penetration splash modifier :
S 1
M 0.85
L 0.7
The shell has no deflection damage.
For some reason, it's got anywhere from 5 to 25 shells in it's magazine, and is reloaded for 10 seconds. Don't ask me why
.
It's got a 2x damage multiplier vs ALL American and Wehrmacht vehicles, however PE and Brit vehicles are all at 1x. 88 has a 0.25 damage multiplier.
So it will ALWAYS kill a StuG/StuH, Ostwind with a shell if it hits(unless 5 HP bug or Main Gun Destroyed). Panther and Tiger should survive. Jagd will just ignore it.
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Aggamemnon
Donator
Posts: 418
Re: EarthShaker Barrage
«
Reply #29 on:
August 11, 2009, 07:57:05 am »
Imanio, would you prefer 4 firestorms and a Kingtiger? That's what I am running right now, and believe me it's a lot more powerful than the combo RCA can pull out.
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Gaelthal
EIR Veteran
Posts: 53
Re: EarthShaker Barrage
«
Reply #30 on:
August 11, 2009, 08:22:40 am »
You are missing the point Agga. Immanio is merely saying that the high
amount
of off-maps can really ruin the fun of the game. He is not saying that RCA should be nerfed cause there is no equal thing available on the axis side.
On-topic: I agree with Immanio about loads of offmaps can ruin the game. I find the off map abilities themselves to be fine in general, it's just the availability that is too high atm. When a majority of the commanders are lvl 8, this will be a problem.
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Aggamemnon
Donator
Posts: 418
Re: EarthShaker Barrage
«
Reply #31 on:
August 11, 2009, 09:56:48 am »
No I see the point, and I am putting ideas in to balance things out.
The Post is specifically for Earthshaker barrage or am I mistaken?
The last post ended on the fact it sucks compared to other strikes of the same tier.
Also, I never once, or ever will I ask for equal powers in terms of doctrine unlock *A* for allies, should match docrtine unlock *X* for axis. I will compare the effects they have on the gameplay though.
This all comes from the fact people hate to be hit by something they can't physically see/react to.
The problem is, while some very vocal people hate offmaps, they are failing to see that they are not overly powerful or game changing in the same way other doctrine choices and units are.
If you limit the amount of uses, without seriously ramping up the power, you are gimping doctrines that rely on arty for pushing power and punch.
The obvious answer really is to make on-map selections so god damn powerful, that they can match the killing power of other doctrinal unlocks, giving people a target to take on at the same time.
In vCoH artillery units for brits are game changing. Just like Super heavies are for Axis. This has been transferred over in terms of off maps in EiRR, and it really switches up the gameplay, as it forces your enemy to change his playstyle.
There are already a LOT of suggestions that would alleviate the spam factor, it's just so many of them are too much work to put in effectively.
«
Last Edit: August 11, 2009, 09:58:36 am by Aggamemnon
»
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