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Author Topic: Aerial Support Teams  (Read 18049 times)
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crimsonrabbit Offline
EIR Veteran
Posts: 380



« Reply #40 on: July 01, 2009, 02:48:49 pm »

Why are Luffwaffe supply drops being nerfed? We need our support weapons because we got none. Throw us a bone.
« Last Edit: July 01, 2009, 02:53:12 pm by crimsonrabbit » Logged

I defy all laws of scienceee.

This is Bunny.
Copy and paste bunny into your signature to help him gain world domination
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Mukip Offline
EIR Veteran
Posts: 450



« Reply #41 on: July 01, 2009, 02:51:41 pm »

Because shreck > bazooka.  Given that the MG42 and axis mortar are better than their allied equivalents, I'm inclined to think they should leave the shreck out of the axis supply drop at least.
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Skaevola Offline
EIR Veteran
Posts: 175


« Reply #42 on: July 01, 2009, 02:52:00 pm »

Erm, stop playing PE if you want weapons teams?  Huh
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crimsonrabbit Offline
EIR Veteran
Posts: 380



« Reply #43 on: July 01, 2009, 02:54:59 pm »

Because shreck > bazooka.  Given that the MG42 and axis mortar are better than their allied equivalents, I'm inclined to think they should leave the shreck out of the axis supply drop at least.
No keep the shreck but take away the MG and mortar  Cry.
Instead, just make it so it drops an LMG and a shreck like it says in the doctrine.
Erm, stop playing PE if you want weapons teams?  Huh
Not a very good solution buddy, try again.
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Skaevola Offline
EIR Veteran
Posts: 175


« Reply #44 on: July 01, 2009, 02:57:29 pm »

Uhhh... What do you mean its not a very good solution? It works perfectly. That or get a reinforcement package.
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crimsonrabbit Offline
EIR Veteran
Posts: 380



« Reply #45 on: July 01, 2009, 03:18:07 pm »

Uhhh... What do you mean its not a very good solution? It works perfectly. That or get a reinforcement package.
I like PE because it is a challenge compared to wehrmacht, but there is a certain threshold when a challenge becomes ridiculous. How about you change YOUR faction if you are having trouble w/ some bs. I am not trying to tie you down or anything i just want you to look through my perspective, and plz everyone do not clump Wehrmacht "OPness" w/ PE plz.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #46 on: July 01, 2009, 05:28:39 pm »

Real men play Tank hunters!
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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
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #47 on: July 01, 2009, 05:37:19 pm »

Please keep it clean.
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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
SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #48 on: July 01, 2009, 05:38:27 pm »

Real men play Tank hunters!
And that the reason you stopped playing your TH company.  Kiss

(The doctrines needs some balancing to make everyone equally viable but Im sure the devs already know this. Also lots of balancing change when more doctrines are added. So instead of talking about fractions being over/under powered we should look at the individual doctrine choices that are added and make sure that none of those are completely out of line)
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #49 on: July 01, 2009, 05:38:48 pm »

Real men play Scorched Earth!

Tank hunters is fairly decent actually, and luftwaffe is powerful enough to compare to terror or blitz.   Between the falls, the supply drops, the 88, henschel, luftwaffe is PE on easy mode.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #50 on: July 01, 2009, 05:39:40 pm »

Real men play Tank hunters!
And that the reason you stopped playing your TH company.  Kiss

(The doctrines needs some balancing to make everyone equally viable but Im sure the devs already know this. Also lots of balancing change when more doctrines are added. So instead of talking about fractions being over/under powered we should look at the individual doctrine choices that are added and make sure that none of those are completely out of line)


Honestly I blame relic for putting the 88 in luftwaffe.

It should be in scorched earth.   That would balance out the doctrines MUCH better if the 88/flakvierling was in scorched earth.
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DuckOfDoom Offline
EIR Veteran
Posts: 318


« Reply #51 on: July 01, 2009, 05:41:08 pm »

Tank hunters is fairly decent actually, and luftwaffe is powerful enough to compare to terror or blitz.   Between the falls, the supply drops, the 88, henschel, luftwaffe is PE on easy mode.

must... not...troll..

Tank hunters are completely reduntant when you can combine cloaked kettens with marders and henshel runs. Luft is really good because it gives you both powerful AI an AT, as well as an excellent scout.
« Last Edit: July 01, 2009, 05:43:31 pm by DuckOfDoom » Logged
crimsonrabbit Offline
EIR Veteran
Posts: 380



« Reply #52 on: July 01, 2009, 05:43:43 pm »

Please keep it clean.
my apologies...to you and the community but not gamesguy.
So yeah back on topic, they should limit the luff airdrops to LMG and schreck.
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #53 on: July 01, 2009, 07:55:54 pm »

Real men play Tank hunters!
Real men Rush mines
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He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
Tymathee Offline
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Posts: 9741



« Reply #54 on: July 01, 2009, 08:08:39 pm »

Tank hunters is fairly decent actually, and luftwaffe is powerful enough to compare to terror or blitz.   Between the falls, the supply drops, the 88, henschel, luftwaffe is PE on easy mode.

must... not...troll..

Tank hunters are completely reduntant when you can combine cloaked kettens with marders and henshel runs. Luft is really good because it gives you both powerful AI an AT, as well as an excellent scout.

 I've played some really good tank hunter players, combine it with blitz or luft and then it's deadly. Use luft and blitz to handle inf and tank buster to take out tanks.
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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.
arsonist123 Offline
EIR Veteran
Posts: 145


« Reply #55 on: July 01, 2009, 09:34:12 pm »

I like the idea of aerial support teams Smiley.

Sometimes airborne are just to precious to waste on a motar crew, or Mg team. 

So whatyou can do is really bad ass combo's such as..

MgTeam+ Airborne(withgrenades) , Supress Inc KCH and Fire up to throw the grenade.
haha how bad ass is that? and all in a days work... 

Besides Time to Capture & assemble the weapon takes longer then just dropping right away.

Perhaps you guys should make it worth while, such as.... Making a Supply crate drop take like 10 seconds to drop, and 5 seconds to collect... that way aerial teams, are soo much more worth it. (just an idea)
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #56 on: July 01, 2009, 09:37:25 pm »

The Stuff Tank hunters has lined up should scare any Tank using allied player, much like Axis players know to avoid Tank reaper allied players.
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31stPzGren Offline
EIR Veteran
Posts: 455


« Reply #57 on: July 01, 2009, 09:39:20 pm »

Aerial Support Teams are a brilliant idea. Those without creative imagination in warfare should stick out of this discussion.

This essentially allows you to make an almost "modern-like" strike force deploying anywhere on the battlefield at any time (well almost... any time) giving you an instant show of office.

I could imagine a starting call-in of like

4 Popcap - 1 x Paradrop ATG
3 Popcap - 1 x HMG
18 Popcap - 3 x Airborne (1 x RR, 2 x Grenades/Satchels)

This will put forth a very simple mobile force that is able to deal with infantry and tanks alike, assisting you in taking cities or delaying enemy reinforcements.

Obviously this would be more effective on 3v3s than 2v2s. Aerial Support Teams are a good idea because that essentially gives you in terms of paradroppable units without PP cost...

6 x AB
4 x HMG
[I'm not sure about Paradrop AT & Mortar availability)

couple this with Airborne Reinforcement, you have a sizeable airborne force... which if you are able to make an Airborne army, gives flavour to playing airborne in the first place.
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Bubz Offline
EIR Veteran
Posts: 726



« Reply #58 on: July 02, 2009, 03:27:42 am »

I am sorry but I am not really exited as you are about this thing you say, this is not close combat/arma II. Airborne shouldn't be dropped behind enemy lines at all, it's a waste of resources, the biggest advantage of paradrop is that you can quickly counter tanks or support your overwhelmed troops. It requires an insane timing and studied landing zones not to drop your men over an ostwind. Up to now, supply drops+air57mm provide enough use of this strategy. There is no flavour if once paradropped your force can be overrunned by two enemies because it's behind enemy lines, there's no fun when vanilla airbornes can't fight the enemy because they die. You feel this as it was real life, but this is a game.

Your callins aren't able to deal with anything a good player has, grenades get dodged, as well as satchels, and without those your infantry can't stand a chance vs his mgs/mortars, and the specialized antiinfantry units will make short work of your "mobile force that is able to deal with infantry and tanks alike".

As i've already told you, you can already have 9 airbornes with little pp cost, those guys have good retreating bonuses so they won't die if retreated. I swear that you don't need more than that number of airbornes if you want to win, even if you use supply drops, because they're antiinfantry power is very low they're almost only worth with rr's, and you can use the others to recrew.

The only flavour will be the one of your enemies seeing how fail is that big airdropped blob. Not to mention the lameness that can come out from this playstyle and the ultimate vet hunting.
« Last Edit: July 02, 2009, 03:30:20 am by Bubz » Logged
Mukip Offline
EIR Veteran
Posts: 450



« Reply #59 on: July 02, 2009, 03:42:19 am »

Indeed, dropping a bigger force just increases the scale of the disaster when they all die.  On both my AB/mando accounts I only drop small forces to deal with specific problems (satchel drop to kill 88 in preparation for a frontal attack with regular units for instance) or else it's a huge waste and leads to loss via attrition later on. 

An all airborne drop can sometimes work at the start of the game because you can do a recon to see what they've got and know they are already maxed out for pop, meaning an Ostwind won't suddnely come out of nowhere, but that's typically the only time I've ever had success with such tactics.  And I do push the envelope a bit becauce I liek the whole idea of airborne/mando playstyle.
« Last Edit: July 02, 2009, 03:53:45 am by Mukip » Logged
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