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Author Topic: Churchill AVRE  (Read 3153 times)
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LuAn Offline
EIR Veteran
Posts: 572



« on: July 23, 2009, 03:02:19 pm »

Right now the AVRE Stats look like that:

Churchill AVREAVRE Weapon
(Recharges 135 seconds)
410 MP, 240 F, 8 popChurchill AVRE (1.0)
-Vet1 Received Damage 0.85, Speed 1.10
-Vet2 Turret Rotation 1.2, Range +10, Recharge -30s
-Vet3 Received Damage 0.85, Recharge -30s

Id like to propose the following changes:
  • Decrease initial CD to 105 seconds.
  • Remove the Recharge -30s on Vet2
  • Change Turrent Rotation on Vet2  to Wind Up Time Reduced
  • Change the Received Damage on Vet3 to Received Penetration

Any thoughts?

Ps.: Those changes arent really my ideas, i just copied and adapted them from here and here here
« Last Edit: July 23, 2009, 06:19:08 pm by LuAn » Logged

aka UckY  Wink
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #1 on: July 23, 2009, 03:12:15 pm »

are you asking for the change because you feel the unit does not live up to its population, and cost as well as role in game?
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LuAn Offline
EIR Veteran
Posts: 572



« Reply #2 on: July 23, 2009, 03:48:17 pm »

are you asking for the change because you feel the unit does not live up to its population, and cost as well as role in game?

Thats a good question.

Lets see if i can get a proper answer:
First of all those werent actually my ideas, other people came up with them for various reasons.
I always like to compare the AVRE to the Stuh, whereas the StuH currently looks like this:
StuH 42StuH Weapon
(Reloads 7-8 seconds)
Fires about every 14 seconds
380 MP, 180 F, 8 popT1 Unlock 25ppStuH (1.0)
-Vet1 Received Damage 0.9
-Vet2 Damage 1.2, Accuracy 1.15, Received Damage 0.85
-Vet3 Received Penetration 0.8, Speed 1.15

So my reason to ask for those change is to bring the AVRE into a somewhat better proportion to the StuH.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #3 on: July 23, 2009, 03:54:17 pm »

avre is freaking great!!!!!!!!!!!!!!!!

at vet 2....

that range and timer difference is massive, maybe change that a bit.

or.... just leth the devs fix the AVRE and pershing from not crashing the game instead of makin mini changes wasting their time.
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #4 on: July 23, 2009, 04:07:01 pm »

Don't agree with your changes.

The only thing that looks worthless is the turret rotation TBH, but the other bonuses are so good for vet 2, you could probably just take it out and no one would notice.

The AVRE basically 1 hits any non vehicle every 135 seconds (105 at vet 2, 75 at vet 3).
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.
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #5 on: July 23, 2009, 04:51:51 pm »

now i kno it! change the -30 sec cooldown to higher rotation speed!

it rly sucks right now, and you just cant get away if youre under fire becouse of the slow rotation speed of the tank. change it so you can keep it alive, and you can point the front of ur tank to enemies be4 you shoot = more micro = good i guess.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #6 on: July 23, 2009, 04:59:49 pm »

Its pretty much fine as is actually. Annihilates emplacements and blobs, good vs support weapons and buttoned light vehicles.

The timer reduction is a large part of what makes it work really well as well as the +10 range. The time it takes to fire means you need skill to use it, which is good.

Its actually fairly easy to get one from vet 0 to vet 2 in a single game.
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #7 on: July 23, 2009, 05:54:03 pm »

AVRE becomes amazing if:

1.  You get it to Vet2
2.  You get the T3

I think someone worked it out to be 55 or 50 second reload time after youve maxed it out (vet3 and T3 unlock).  Now that means an entire squad annihalated every minute from a range where they cannot really see you (most inf have 40 sight i think, this has 45 range) or get enough warning.  It's also really survivable after the 2 recieved damage 0.85 (it adds up to recieved damage 0.68), and if you dont want it to miss (or you want more range) throw a CCT on it.

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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #8 on: July 23, 2009, 05:55:41 pm »

ITs 61 seconds with vet 3 and the t3.

Which makes it a beast.
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LuAn Offline
EIR Veteran
Posts: 572



« Reply #9 on: July 23, 2009, 06:10:18 pm »

Oke, considering all those various factors i declare my suggestion to be obsolete, thread lock please.
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