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Author Topic: 006i Hotfix  (Read 26881 times)
0 Members and 10 Guests are viewing this topic.
Scyn Offline
EIR Veteran
Posts: 1011


« Reply #60 on: June 16, 2009, 03:19:12 pm »

What range bonus infantry? They don't get vet range + Doctrine unlock range.
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God is a genetically induced obsession that we interpret in such a way as to maintain our obedience.
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #61 on: June 16, 2009, 03:20:26 pm »

I believe the allied one did 5 more damage actually.  but it was on a multiplier or something. like 20 x 2 where the wehr would do 35 out right..  something like that.  the x2 was something to do with target type or some mumbo jumbo.

someone will know what i mean and correct me Wink
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #62 on: June 16, 2009, 03:20:36 pm »

They do actually do more damage per hit than 81mm.

36 for axis

20 x2 for allies

Modifiers 4tW
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Latios418 Offline
EIR Veteran
Posts: 443


« Reply #63 on: June 16, 2009, 03:24:03 pm »

I was not aware that the allied mortarhas a 2x damage multiplier. Does it apply on every single infantry target, every single target period, only on certain infantry (ie grens, volks), etc?
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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.
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #64 on: June 16, 2009, 03:25:22 pm »

All Infantry, does not apply to vehicles etc. But yea.
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Scyn Offline
EIR Veteran
Posts: 1011


« Reply #65 on: June 16, 2009, 03:25:54 pm »

They only have 1.75x vs Soldier armor. everything else is 2x
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Tymathee Offline
Donator
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Posts: 9741



« Reply #66 on: June 16, 2009, 05:17:30 pm »

Mortar Squad (1.6)
-Vet1 Received Accuracy 0.8

no range increase

and a 10% range increase to allied mortars is a tier 3 ability, thats seems pretty powerful tyvm. So stop whining about that already, how many

time for some math!!!

Allied mortar 75 max + 10% = 82.5

Axis Mortar 85 max range

okay, where does allied mortar out range axis mortar with that upgrade?

and yeah, allied mortar may do more damage cuz of the double but its damaging units with more health, so 36 dmg is much more deadly to a 55 health squad than 40 to an 80 health squad, so whatever on that.

so they get auto vet 1 with a t3 ability. and 10% more range, boo hoo...

lets see what axis get?

Advanced munitions (Hmgs & Mortars deal 20% more damage and suppression)

that's 43.2 dmg, which is more than the allied mortar does on multiplier and that's a t2 ability for terror.

and then they can get a t4 ability

Heavy Support (HMGs, mortars, snipers, ATGs have 25% more range, health & sight)

so, you take 85 x 25% = 106.25 which is the range of an 88, heck, its more than an 88.

Not getting on you personally but your argument that that one lil change makes allied mortar's "OP" is ridiculous

Last thing

Vet 2 & 3 Allied Mortars = 11 total, 9 vet 2, 2 vet 3
Vet 2 & 3 Axis Mortars = 27 total, 17 vet 2, 10 vet 3

yeeeah...allied mortars are so much better.
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"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.
Scyn Offline
EIR Veteran
Posts: 1011


« Reply #67 on: June 16, 2009, 05:19:58 pm »

Actually The way it works currently is that the Allied mortar vet has changed to receive +10 range at vet 1 which makes it the same range as the axis mortar, while it's not coded in yet, part of the ability of Locked and loaded is to give Allied Infantry Mortars vet 1 to start. the 10% that you read only applies to HMGs and Snipers.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #68 on: June 16, 2009, 05:28:35 pm »

Actually The way it works currently is that the Allied mortar vet has changed to receive +10 range at vet 1 which makes it the same range as the axis mortar, while it's not coded in yet, part of the ability of Locked and loaded is to give Allied Infantry Mortars vet 1 to start. the 10% that you read only applies to HMGs and Snipers.

Ooh...so it just matches it. thats still not a big deal in the end. It just means their mortars will have to stick and move just like we have to do now. I feel no hurt in that. I don't see this as game-changing. Now, if it were still a t2, yeah that's a big deal but its' a t3 and if you want to be an infantry company, that's a great ability to have and even then, what the terror doctrine gets is still much more powerful and will easily trump it.
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Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #69 on: June 16, 2009, 05:43:43 pm »

motors are all fine imo, the only thing that bugs me is the unit upgrades due to the fact it removes versitility but i can get over it (eventualy)
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Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #70 on: June 16, 2009, 05:45:52 pm »

also what happined to not changing Core CoH propertys in an effort to make it more reltably to noobs???

i remember this being the driving purpose behind all of the old patches (at least pre renforcements).

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Tymathee Offline
Donator
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Posts: 9741



« Reply #71 on: June 16, 2009, 06:40:33 pm »

that was old eir. and theres lots of changes to help with eir game-play. If a unit breaks it, it needs to be changed i guess is the new thing onw
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #72 on: June 16, 2009, 06:41:10 pm »

So when us the commando spam fix?
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Tymathee Offline
Donator
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Posts: 9741



« Reply #73 on: June 16, 2009, 08:42:19 pm »

haha
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #74 on: June 16, 2009, 09:39:10 pm »

haha

Commandos break the game more than anything else atm.

When was the last time you saw a KCH charge two bar rifles and win?  Commandos do that to LMG grens all the time.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #75 on: June 16, 2009, 09:41:21 pm »

Well technically like I said.. the Faust is now doing 100-125dmg for 2 uses for 50mu? It's nearly like a replacement shreck.

How does a faust stop your pak from being circled?

Neither a single shrek nor a faust will stop armor from circling the pak and killing it in a couple of shots then killing the shrek/faust squad.

Bren button does, stickies does, ATHT does.   Why in the hell do wehr have no tank disabling weapons if the goal here is to mirror all the sides?    Double shrek was the wehr solution to tanks circling their paks, now its gone.
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Rocksitter Offline
EIR Veteran
Posts: 495



« Reply #76 on: June 17, 2009, 12:02:32 am »

So when is the commando spam fix?

 Amen to that..
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BigDick
Guest
« Reply #77 on: June 17, 2009, 01:34:27 am »

Second, it brings it in line with Allied squads as in the amount of anti-x firepower they hold. Yes, all of the anti-tank weapons come in twos, but they're generally around as good as a single shreck together. If they could be upgraded to have 4 PIATs in one squad, or 4 RRs, then it would be in line with two shrecks.

I don't agree with the change myself, but I don't disagree either. My biggest problem with it is the fact the new doulbe lmg/shrecks are in mixed up doctrines and, more importantly, wiped out existing doctrine abilities.

i hope you know that an vet0 ambush piat squad brings down a full health panzer4 to 18% health in a single burst?
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Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #78 on: June 17, 2009, 01:38:10 am »

IF they penetrate and hit rear armour at the same time

That's like saying, A German Mortar can 1 shot 4 Riflemen squads... If they are all one top of each other.
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BigDick
Guest
« Reply #79 on: June 17, 2009, 01:42:28 am »

IF they penetrate and hit rear armour at the same time

That's like saying, A German Mortar can 1 shot 4 Riflemen squads... If they are all one top of each other.

they penetrate quite often because they get rear armor hits (the damage is not coupled to rear armor hits btw)

without ambush a piat squat takes down a panzer4 to half health FULLSTOP
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