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Author Topic: Instant Crit, only 35 munitions!!  (Read 7413 times)
0 Members and 6 Guests are viewing this topic.
Jinker Offline
EIR Veteran
Posts: 227


« on: June 29, 2009, 01:11:32 pm »

Over the last few days, I have lost 2 or 3 KTs that I did not intend to lose. I have lost these KTs in EXACTLY the same way every time. I'm driving my KT along, nicely supported and what not, when it hits a mine. (KT is at least over 80% health) This mine instantly immobilizes the KT. No prior engine damage or anything. If one mine can do this to a KT consistently, with the turret rotation so slow, wtf good is it? The allies instantly take advantage of the situation, as most players would, to kill off the supporting units and then circle strafe/arty it. If the faust gets a crit nerf, then please nerf the immobilize crit on the KT. I paid good PPs for every one of those KTs. Engine damage is bad enough on one of these, making is slower than an infantry crawling. I generally try and stay away from posting anything like this in the forums, instead I try to find new tactics to get around any problems I encounter in games. But this is just ridiculous.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #1 on: June 29, 2009, 01:14:49 pm »

we will really need to implement the abandon vehicle option at some point to help with these situations.
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Rayze Offline
EIR Regular
Posts: 29


« Reply #2 on: June 29, 2009, 01:32:49 pm »

The entire point of mines is to be used to counter vehicles and be placed sneakily to cripple enemy Tanks/vehicles remove the immobalize and what will it do to a KT? lol not a fat lot...

If your worried about losing your KT to imobalizing then ether communicate with your team mate and use the "support" that you should have with it and scout just alil ahead as your moving in your KT rather have a P4/bike/armoured car take the bite at the balls instead of your KT?

I see your fustration but nerfing one of the few affective means against such a beast is hardly "fair"
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SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #3 on: June 29, 2009, 01:37:34 pm »

Actually its 2 mines for 35…

Anyway, you ALWAYS need to have infantry in front of you KT. This should take care of most of the mines. Also if you haven’t suffered any damage before pull a bit back or pop the repair kit immediately. It will fix the engine damage in short time. If you are low on health you are more screwed (unless your allies and have fieldrepairs. Just pop that and go lol lol as all crits are repaired immediately)

The repair kit on the KT “only” repairs 1000HP + when you are/get below 40% health, any penetrating shot will probably cause a critical. Therefore you should not fight with low health KTs unless you are willing to sacrifice it. Keeping a KT alive can be really beneficial because of the PP cost and the speed bonus it gets with vet.  Make an educated guess on the risk/reward in keeping the KT on field and always remember that the lack of will to sacrifice the KT can cost you the game…
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #4 on: June 29, 2009, 01:41:24 pm »

I hear minesweepers are on sale for 10 muni.  Grin

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Let's talk about PIATs in a car.
Rayze Offline
EIR Regular
Posts: 29


« Reply #5 on: June 29, 2009, 01:45:17 pm »

Quote
I hear minesweepers are on sale for 10 muni. 


Lmao

And have to agree with most of pauli's post there mate.

And i hate Repair kits >.>
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Falcon333 Offline
EIR Veteran
Posts: 1125


« Reply #6 on: June 29, 2009, 03:04:25 pm »

Use your supporting infantry to scout ahead of the KT a lil, that way, they'll take the shock instead of your KT.
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"Chance favors the prepared mind"
Guderian Offline
EIR Veteran
Posts: 817



« Reply #7 on: June 29, 2009, 04:18:08 pm »

Tough really - who the **** uses minesweepers (constantly)  Roll Eyes Wait no this needs:  Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes Cheesy Cheesy Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes


And honestly - so no one of you guys have driven a tank up before the inf


*lawl*  Roll Eyes Roll Eyes Roll Eyes Roll Eyes Roll Eyes
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Eir customer support staff.
Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #8 on: June 29, 2009, 04:23:18 pm »

I've only ever hit 1 mine with a KT and it immobilized it. It was very healthy. I don't know what the % chance of this happening is, but it seems to be extra high with the KT as it's happened every time I've seen a KT hit one (I've watched it happen to Jinkers.)

I don't know how to look up what the % chance this has of happening is, I'd be curious to know what it was and if it was inline with other tanks.
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Quote from: Phil
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #9 on: June 29, 2009, 04:25:17 pm »

Tigers and pershings use the armor_elite critical table, which is worse than the armor critical table in every way.   Panthers and jagd does not for some retarded reason.

Mines have a 25% chance to immobilize tigers and pershings, and 75% chance for engine damage, against targets with >40% hp.
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donnieDark Offline
EIR Veteran
Posts: 95


« Reply #10 on: June 29, 2009, 04:34:17 pm »

Oh so your KT got fausted huh??
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petewinny23 Offline
EIR Regular
Posts: 29


« Reply #11 on: June 29, 2009, 05:47:22 pm »

we will really need to implement the abandon vehicle option at some point to help with these situations.


Yeh probably would solve alot of the whinging going on about op fausts tc!!!!! Could implement it with a time delay so it takes about 10-15 secs to evacuate!!!!

I dunno the mine immobilising happens to all tanks and would have in real life!!! scout ahead of the king tiger like u would ahead of a pIV looking for AT!!!! Should solve your problem!!!
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Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #12 on: June 29, 2009, 06:36:45 pm »

Minesweepers are only 10 munitions.
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Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #13 on: June 29, 2009, 06:41:50 pm »

Minesweepers are only 10 munitions.

Right, and as I see it if it means your KT might survive it's worth it. I am sure I would be pios with sweeper to protect my hummel if that helped.  Lips sealed
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Jinker Offline
EIR Veteran
Posts: 227


« Reply #14 on: June 29, 2009, 09:36:58 pm »

...and all it took was 1 hmg to stop a volks squad from fausting. All im saying is, 100% of the time the mines do a red crit. seeing as the faust was nerfed to reduce the chances of a red crit, i believe this should be addressed. wouldn't want you guys looking like hypocrites or anything.
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CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #15 on: June 29, 2009, 09:49:03 pm »

Its not 100% Jinker.

Quote
Mines have a 25% chance to immobilize tigers and pershings, and 75% chance for engine damage, against targets with >40% hp.

If the mines are that good against Heavy Tanks, then why don't you just get a minesweeper? It will make up it cost in muns the first mine it finds.

Plus it is more logical that a mine would take out a the treads then a Panzerfaust since the tank rolls over the thing.
« Last Edit: June 29, 2009, 09:50:56 pm by CommanderHolt » Logged
31stPzGren Offline
EIR Veteran
Posts: 455


« Reply #16 on: June 30, 2009, 12:46:30 am »

It is not about logic, it is about gameplay balance.

Considering heavy tanks already move slower than normal, an engine damage is already very damaging on it, not to mention having an immobilised option.

If thats the case, Pershings should also have a chance of instant immobilisation.

The reason why minesweepers while cheap, are not really effective in taking out mines is because mines can be placed throughout the entire game at any point in time. Does that mean you'll have a minesweeper on the field at any point in time to check and scout for mines first before moving forward?

Even then, scouting and moving forward with a pioneer + minesweeper reveals your intention to attack as well, which reduces the "initiative" gained through whatever tactical action the attacker has chosen.

I don't think the issue lies with whether people sacrifice heavy tanks or not, but rather, the disproportionate damage a mine can do to Tigers and King Tigers, granted that the faust is currently imba as well but thats another issue entirely.

Having infantry in front of the KT or Tiger doesn't always help. The classic situation is in assaulting a strong point, they'll move ahead with a tank first, especially when there's a MG in front. Of course there might be an ATG as well, but the heavy tank can take quite abit of punishment. This would render scouting infantry/pios rather useless.

Unless you intend to use mortars & artillery... it otherwise reduces the options of using the heavy tank.

I guess this also boils down to how the DEVs intend heavy tanks to be used in the game and how "frequent" do they want to see heavy tanks. Definitely not as something overpowered that its used all the time, but hopefully not as a fabled white elephant that used to strike fear into the hearts of allies.
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #17 on: June 30, 2009, 12:57:34 am »

If thats the case, Pershings should also have a chance of instant immobilisation.
they already do, check this out.
Quote
Mines have a 25% chance to immobilize tigers and pershings, and 75% chance for engine damage, against targets with >40% hp.
« Last Edit: June 30, 2009, 01:01:54 am by jackmccrack » Logged
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #18 on: June 30, 2009, 01:28:14 am »

I've had plenty of king tigers run into mines and suffer but engine damage, as I have seen tiger Ace's instantly immobilised at full health.

I would believe it is necessary to remove the chance for mines to imobilise any tanks at all while at full health(only in yellow or red), and for butterfly mines to lose their effectiveness against vehicles as well. It's a freaking anti-inf mine, for god's sake, it makes no sence when they imobilise pershings at 60 percent HP.
« Last Edit: June 30, 2009, 03:27:12 am by Mysthalin » Logged

jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #19 on: June 30, 2009, 01:43:25 am »

I've had plenty of king tigers run into mines and suffer but engine damage, as I have seen tiger Ace's instantly immobilised at full health.

I would believe it is necessary to remove the chance for mines to imobilise any tanks at all while at full health(only in yellow or red), and for butterfly mines to lose their effectiveness against infantry as well. It's a freaking anti-inf mine, for god's sake, it makes no sence when they imobilise pershings at 60 percent HP.

nice typo

you mean vehicles right
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