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Author Topic: [British, Royal Engineers] Tankshock + flank speed  (Read 10425 times)
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Pak88mm Offline
EIR Veteran
Posts: 423


« Reply #40 on: August 21, 2009, 10:17:22 pm »

i feel that it just needs to be removed from game. otherwise just give propaganda office force retreat option and see how that goes.
Logged

Exactly.

There is only so many times you can slaughter Lt Apollo, Rocksitter, and Alwaysloseguy24 before you get bored and fall asleep.

-GamesGuy-

Most Hated player in EiR....Pak88Mm
Jazzhead Offline
EIR Veteran
Posts: 236


« Reply #41 on: August 22, 2009, 01:03:28 am »

What about making the pin last for different durations based on the vet of the unit being pinned. I.E vet3 squad recovers faster than vet2 etc. This way you can't pin vet3 grens and force them to be retreated as easily. ATM i'm more afraid about my high vet units getting mowed by a cheap ability Tongue
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #42 on: August 22, 2009, 01:48:53 am »

There was a time when churchills didnt have tankshock, and they were worth their costs.

Yeah I can't believe people are crying about how useless a Panzer 4 priced tank is if it has awesome armor and NINE HUNDRED HITPOINTS. Get

To LuAn - precisely, I used non-tank shock churchil Mk IVs to great effect. Nevermind the fact I had to brag to everyone about getting a 15+ kill churchill every game, but still - the were indeed useful, even for the 260 FU at the time.

To Vertigo - It's actually just 700 HP, and it only bounces 1 in 3 pak shots (1st pak first strike always penetrates, 2nd and 3rd are subject to being bounced by the 50 percent bounce chance, 4th is another first strike).

Overall, the problem with the tank shock pin ability is the fact it keeps pinning squads as it drives forward. If it only pinned for that one milisecond you click the ability, it would be OK. Right now, you can just keep on driving, pinning the entire front line, which is an issue. It's like a 40 munitions, controlable strafing run that you have unlimited uses(on a cooldown) of.
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Lemures Offline
EIR Veteran
Posts: 137


« Reply #43 on: August 22, 2009, 03:29:46 am »

The original Tank Shock did NOT only pin 1 squad, You targeted a squad and it pinned them and any around it with continual suppression while the ability was active. At some Point in vCoH it was decided the ability didn't work as intended and it was changed to an area effect around the tank.

Basically squads under tank shock would unbreak from suppression for no reason, probably due to it being a targeted/area attack. I have played RE for the entirety of their existence and Tank Shock is a staple ability of churchills, they are infantry 'support' tanks and without it are not great. The concern comes from the added T4 ability which removes the weaknesses of the churchill, having them mutually exclusive like the airborne sniper fireup/cloak would have fixed it in an instant.
« Last Edit: August 22, 2009, 03:31:18 am by Lemures » Logged
CafeMilani Offline
Aloha
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Posts: 2994



« Reply #44 on: August 22, 2009, 04:25:50 am »

imo, give armor the 30% increased speed t4; not Tank Destroyers! Makes more sense to have fast M10/M18's since thats what they excelled at. It would be like a passive flank speed.

Or, change NGV to give 15% range and 25% damage (Imp Barrels + half of HEAT Rounds)



woot!

uber speed longrange AP rounds hellcats!
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VERTIGGO Offline
EIR Veteran
Posts: 392



« Reply #45 on: August 22, 2009, 10:11:40 pm »

To Vertigo - It's actually just 700 HP, and it only bounces 1 in 3 pak shots (1st pak first strike always penetrates, 2nd and 3rd are subject to being bounced by the 50 percent bounce chance, 4th is another first strike).

Overall, the problem with the tank shock pin ability is the fact it keeps pinning squads as it drives forward. If it only pinned for that one milisecond you click the ability, it would be OK. Right now, you can just keep on driving, pinning the entire front line, which is an issue. It's like a 40 munitions, controlable strafing run that you have unlimited uses(on a cooldown) of.

How about you read my post as well as the stats. The Churchill Crocodile is exactly as I described; 900HP for 265 fuel. The Mk IV is 700HP but it barely costs more than a StuG! Also, there's no way to get a "second first strike"; the wehr PaK can't cloak after combat. Only your ATG can do that.

However, I do agree with your last statement. If the pin was short-lived, so the result was suppression, it would work better. But anything with only a cooldown time for 40 mun that can hold numerous suppression resistant infantry in place for 15 seconds is 1000% more bang than buck.


Also, just because the Croc is a doctrine means nothing. It is still in the price range of the P4 and therefore can be easily spammed. Remember, PP is gone Wink
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TOV units = intentionally OP marketing gimmicks
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #46 on: August 22, 2009, 10:13:44 pm »

Tankshock is getting a fix in the next patch. 
Logged

Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
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