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Increasing pop on mgs, mortars and at guns
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Topic: Increasing pop on mgs, mortars and at guns (Read 24905 times)
0 Members and 3 Guests are viewing this topic.
EliteGren
EIR Veteran
Posts: 6106
Re: Increasing pop on mgs, mortars and at guns
«
Reply #80 on:
June 16, 2009, 09:08:08 am »
Is a 3.5 second delay though.
Logged
Quote from: deadbolt on December 30, 2010, 09:14:16 am
i prefer to no u
Quote from: deadbolt on July 30, 2012, 08:08:48 am
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
DuckOfDoom
EIR Veteran
Posts: 318
Re: Increasing pop on mgs, mortars and at guns
«
Reply #81 on:
June 16, 2009, 09:21:57 am »
Quote from: EliteGren on June 16, 2009, 09:08:08 am
Is a 3.5 second delay though.
You are never going to kill a garrisoned hmg within the 3.5 second window with small arms UNLESS you have grenades/heroic charge, in which case flanking is viable only as long as you have those resources at your disposal.
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Killer344
The Inquisitor
Posts: 6904
Re: Increasing pop on mgs, mortars and at guns
«
Reply #82 on:
June 16, 2009, 09:26:10 am »
Quote from: EliteGren on June 16, 2009, 09:08:08 am
Is a 3.5 second delay though.
No, if itīs in the same arc of fire
, and even then, itīs a lot harder to do so than before.
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EliteGren
EIR Veteran
Posts: 6106
Re: Increasing pop on mgs, mortars and at guns
«
Reply #83 on:
June 16, 2009, 09:27:23 am »
The MG has to wait 3.5 seconds evertime the targeted target goes to another side of the house.
So you can basically just circle strafe it after you got close with another squad.
And which moron would put 2 squads in the same arc of fire when attacking an mg?
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Increasing pop on mgs, mortars and at guns
«
Reply #84 on:
June 16, 2009, 09:29:28 am »
Vet 1 US mortars are now equal in range to an Axis one.
Wonder how that will change the playing field.
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DuckOfDoom
EIR Veteran
Posts: 318
Re: Increasing pop on mgs, mortars and at guns
«
Reply #85 on:
June 16, 2009, 09:34:55 am »
Quote from: EIRRMod on June 16, 2009, 09:29:28 am
Vet 1 US mortars are now equal in range to an Axis one.
Wonder how that will change the playing field.
Wow.
Logged
DuckOfDoom
EIR Veteran
Posts: 318
Re: Increasing pop on mgs, mortars and at guns
«
Reply #86 on:
June 16, 2009, 09:37:48 am »
Quote from: EliteGren on June 16, 2009, 09:27:23 am
The MG has to wait 3.5 seconds evertime the targeted target goes to another side of the house.
So you can basically just circle strafe it after you got close with another squad.
And which moron would put 2 squads in the same arc of fire when attacking an mg?
Good luck circle strafing it with retarded pathing when all it takes is one guy to get stuck at a corner to get hmg'ed and suppress both squads (since you are circle strafing both squads will likely to be close enough for the suppression to spread). Oh wait, thats only an allied problem because of ludicrous squad sizes.
Also, alot of heavy damage dealing weapons cant be fired on the move, like bren guns, lmgs etc. So good luck plucking at a garrisoned hmgs with 2 tommies/3 rifles per squad.
«
Last Edit: June 16, 2009, 09:39:52 am by DuckOfDoom
»
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Latios418
EIR Veteran
Posts: 443
Re: Increasing pop on mgs, mortars and at guns
«
Reply #87 on:
June 16, 2009, 09:43:41 am »
It's worth noting that if you circle-strafe with one squad and get the other squad in green cover and have the circle-strafing squad haul ass for a bit, you should be fine. In one of my vCoH games recently I had a tommy squad fully in green cover and an MG fired off 6 bursts, never suppressed it or caused any significant damage, and died by a flanking squad. I would imagine that if you circle-strafed the house long enough to get in green cover, had the first squad get out of range so it would fire at the squad in green cover, and then came back behind the house (or to the sides) with the first squad the MG would be nothing.
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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.
Fr3ek
EIR Regular
Posts: 28
Re: Increasing pop on mgs, mortars and at guns
«
Reply #88 on:
June 16, 2009, 11:06:20 am »
Quote from: EIRRMod on June 16, 2009, 09:29:28 am
Vet 1 US mortars are now equal in range to an Axis one.
Wonder how that will change the playing field.
This will be interesting... I think I'll actually put a mortar into my company for once
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Falcon333
EIR Veteran
Posts: 1125
Re: Increasing pop on mgs, mortars and at guns
«
Reply #89 on:
June 16, 2009, 11:08:20 am »
Do US mortars still have faster firing speed than Wehr ones?
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"Chance favors the prepared mind"
jackmccrack
EIR Veteran
Posts: 2484
Re: Increasing pop on mgs, mortars and at guns
«
Reply #90 on:
June 16, 2009, 12:19:05 pm »
This is great news.
«
Last Edit: June 16, 2009, 12:24:56 pm by jackmccrack
»
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Let's talk about PIATs in a car.
Jazlizard
EIR Veteran
Posts: 691
Re: Increasing pop on mgs, mortars and at guns
«
Reply #91 on:
June 16, 2009, 01:56:13 pm »
Yay, perhaps the whining will now stop and folks will bitch about allied mortars, because such is the way of things.
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gamesguy2
Honoured Member
Posts: 2238
Re: Increasing pop on mgs, mortars and at guns
«
Reply #92 on:
June 16, 2009, 09:51:40 pm »
Allied mortar with the same range as the wehr one but more damage/rof is a little imbalanced...
Maybe just make the +10 range for infantry doctrine's ability only?
I've never had a problem with my American mortar. Its just different, not worse.
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Latios418
EIR Veteran
Posts: 443
Re: Increasing pop on mgs, mortars and at guns
«
Reply #93 on:
June 16, 2009, 09:58:25 pm »
Quote
Allied mortar with the same range as the wehr one but more damage/rof is a little imbalanced...
Quote
I've never had a problem with my American mortar. Its just different, not worse.
So a unit with vet shouldn't be better than it's counterpart without vet? The range only comes with vet 1.
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Jazlizard
EIR Veteran
Posts: 691
Re: Increasing pop on mgs, mortars and at guns
«
Reply #94 on:
June 16, 2009, 10:00:29 pm »
I haven't looked at the numbers, but I think what he means is all things equal vet 1 ally mortar with proposed change vs vet 1 axis mortar means the ally mortar wins.
Logged
Latios418
EIR Veteran
Posts: 443
Re: Increasing pop on mgs, mortars and at guns
«
Reply #95 on:
June 16, 2009, 10:03:14 pm »
Oh. Yeah, ally vet mortar is much better than axis vet mortar.
Logged
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