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Author Topic: Increasing pop on mgs, mortars and at guns  (Read 23663 times)
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #80 on: June 16, 2009, 09:08:08 am »

Is a 3.5 second delay though.
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i prefer to no u
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 Offline
EIR Veteran
Posts: 318


« Reply #81 on: June 16, 2009, 09:21:57 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 Offline
The Inquisitor
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Posts: 6904



« Reply #82 on: June 16, 2009, 09:26:10 am »

Is a 3.5 second delay though.

No, if itīs in the same arc of fire  Smiley, and even then, itīs a lot harder to do so than before.
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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.
EliteGren Offline
EIR Veteran
Posts: 6106


« 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 Offline
Administrator / Lead Developer
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Posts: 11009



« 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 Offline
EIR Veteran
Posts: 318


« Reply #85 on: June 16, 2009, 09:34:55 am »

Vet 1 US mortars are now equal in range to an Axis one.

Wonder how that will change the playing field.

Wow.
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DuckOfDoom Offline
EIR Veteran
Posts: 318


« Reply #86 on: June 16, 2009, 09:37:48 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 » Logged
Latios418 Offline
EIR Veteran
Posts: 443


« 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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Fr3ek Offline
EIR Regular
Posts: 28


« Reply #88 on: June 16, 2009, 11:06:20 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 Offline
EIR Veteran
Posts: 1125


« 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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jackmccrack Offline
EIR Veteran
Posts: 2484


« 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 » Logged

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Jazlizard Offline
EIR Veteran
Posts: 691


« 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 Offline
Honoured Member
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Posts: 2238


« 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 Offline
EIR Veteran
Posts: 443


« 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 Offline
EIR Veteran
Posts: 691


« 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.
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Latios418 Offline
EIR Veteran
Posts: 443


« Reply #95 on: June 16, 2009, 10:03:14 pm »

Oh. Yeah, ally vet mortar is much better than axis vet mortar.
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