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Tank Reapers MkII
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Topic: Tank Reapers MkII (Read 17192 times)
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Tymathee
Donator
Posts: 9741
Re: Tank Reapers MkII
«
Reply #40 on:
July 06, 2009, 02:42:05 am »
Quote from: EIRRMod on July 06, 2009, 01:46:08 am
We're all cousins =p
okay mr smarty pants. whatever, just ru in my jokes don'cha know.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"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.
Mgallun74
EIR Veteran
Posts: 1478
Re: Tank Reapers MkII
«
Reply #41 on:
July 06, 2009, 07:33:52 am »
meh, i TR, played many games with them.. 4 rangers, 5 Rifles with zook and 3 57mm.. and well, hell iam dissappointed with what they are set now.. its not like a pure armor raping machine u make it out to be.. i can sit there and fight and knock a panzer down to low health, he will retreat and well, after that my rifles are pretty much done, cut down to half squad, between the supporting infantry, motars, nebels and other shit hitting my dudes they are pretty weak and usesless..
even with the upped power TR we currently have, iam probably not going to use it when the docs are full and we are refunded the PPs, my normal rifles with zook and rangers did just as good...
now, m1 carbines with bars on Vet3 Rifles with what iam looking at.. had 1 vet3 rifle with bar last night like like 22 infantry, he was mean son biach lol.. not sure if 22 is all that good, but meh, most i have ever gotten with them..
Logged
Halfling
EIR Veteran
Posts: 70
Re: Tank Reapers MkII
«
Reply #42 on:
July 06, 2009, 08:59:57 am »
I have never used stickies and never will cause it is to expensive.
I have never used AP rounds on 57mm AT cause it cost munition for 2 uses that lasts 5 seconds.
The pak is better than the 57mm AT.
Logged
just Halfwhining sometimes
Skaevola
EIR Veteran
Posts: 175
Re: Tank Reapers MkII
«
Reply #43 on:
July 06, 2009, 09:01:45 am »
Quote from: EIRRMod on July 06, 2009, 12:17:15 am
Quote from: Skaevola
Whoever changed faust stats is ...
That would be me.
The damage was increased slightly, and criticals added.
The problem is what exactly? Other than an apparent attitude.
Fausts have twice the range, and less than half the cost of sticky bombs, and thus can easily be spammed. A single critical on a tank is ~50 munitions to repair, not to mention its a waste of your repair kit. It does not take the same amount of skill to get of a faust that it does a a sticky.
Logged
Mr Hat 93
EIR Regular
Posts: 13
Re: Tank Reapers MkII
«
Reply #44 on:
July 06, 2009, 11:42:34 am »
I think the at is fine as it is .. then agian i don;t play ameiracain much.
Logged
Atlanton
EIR Veteran
Posts: 66
Re: Tank Reapers MkII
«
Reply #45 on:
July 06, 2009, 03:32:27 pm »
Quote from: Skaevola on July 06, 2009, 09:01:45 am
Quote from: EIRRMod on July 06, 2009, 12:17:15 am
Quote from: Skaevola
Whoever changed faust stats is ...
That would be me.
The damage was increased slightly, and criticals added.
The problem is what exactly? Other than an apparent attitude.
Fausts have twice the range, and less than half the cost of sticky bombs, and thus can easily be spammed. A single critical on a tank is ~50 munitions to repair, not to mention its a waste of your repair kit. It does not take the same amount of skill to get of a faust that it does a a sticky.
Comparing the cost between sticky bombs and fausts is useless without a context.
While there is definitely a difference in skill when using a faust vs a sticky, the sticky will almost always critical the engine of a vehicle from full health. A faust cannot critical the engine unless the tank is below a certain health point, at which time, you would probably want to repair anyway. So you're wrong to say it's a waste of a repair kit.
Logged
Mgallun74
EIR Veteran
Posts: 1478
Re: Tank Reapers MkII
«
Reply #46 on:
July 06, 2009, 07:14:44 pm »
would glady pick a different tier4 if i could get my 100pps back so i could rechose so i dont have to hear people whine..
k thanks.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Tank Reapers MkII
«
Reply #47 on:
July 06, 2009, 07:24:38 pm »
It'll be all good after update tonight, then your t4 won't be giving out extra bonuses.
Logged
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Mgallun74
EIR Veteran
Posts: 1478
Re: Tank Reapers MkII
«
Reply #48 on:
July 06, 2009, 08:25:31 pm »
Quote from: AmPM on July 06, 2009, 07:24:38 pm
It'll be all good after update tonight, then your t4 won't be giving out extra bonuses.
lol.
Logged
Tymathee
Donator
Posts: 9741
Re: Tank Reapers MkII
«
Reply #49 on:
July 06, 2009, 09:45:06 pm »
well now the t4 is sh itty cuz all it does is affect AT guns, not even stickies and bazookas.
Logged
Malevolence
Donator
Posts: 1871
Re: Tank Reapers MkII
«
Reply #50 on:
July 06, 2009, 09:45:42 pm »
Oh no, a third more penetration and damage on my AT guns, it's super shitty!
Logged
Akranadas' Greatest Hits, Volume 1:
Quote from: Akranadas
Vet has nothing to do with unit preformance.
Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
Tymathee
Donator
Posts: 9741
Re: Tank Reapers MkII
«
Reply #51 on:
July 06, 2009, 09:47:17 pm »
Quote from: Malevolence on July 06, 2009, 09:45:42 pm
Oh no, a third more penetration and damage on my AT guns, it's super shitty!
its shitty cuz it doesn't affect what its suppoed to although salan says hes workin on it
Logged
Killer344
The Inquisitor
Posts: 6904
Re: Tank Reapers MkII
«
Reply #52 on:
July 06, 2009, 09:49:28 pm »
yeah, tym its "shitty"... sure.... its basically free AP rounds for 57s.
Logged
Quote from: brn4meplz on April 18, 2013, 01:23:05 am
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.
Tymathee
Donator
Posts: 9741
Re: Tank Reapers MkII
«
Reply #53 on:
July 06, 2009, 09:54:41 pm »
Quote from: Killer344 on July 06, 2009, 09:49:28 pm
yeah, tym its "shitty"... sure.... its basically free AP rounds for 57s.
uh, AP rounds are 500% penetration and 25% damage.
Modifiers
* Penetration x 5
* Damage x 1.25
Logged
Killer344
The Inquisitor
Posts: 6904
Re: Tank Reapers MkII
«
Reply #54 on:
July 06, 2009, 10:05:49 pm »
Use your fucking head damn it, Do I even have to explain you why AP rounds are a joke compared to a passive buff?
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: Tank Reapers MkII
«
Reply #55 on:
July 06, 2009, 10:17:00 pm »
Quote from: Tymathee on July 06, 2009, 09:45:06 pm
well now the t4 is sh itty cuz all it does is affect AT guns, not even stickies and bazookas.
Oi, the sticky SHOULD work, and the bazookas WILL be fixed as soon as I can. I didn't want to leave it broken in the OP way.. so for now, you still get love, just not all of it.
soooon, they say!
Logged
www.synergiesmod.com
Malevolence
Donator
Posts: 1871
Re: Tank Reapers MkII
«
Reply #56 on:
July 06, 2009, 11:32:52 pm »
Quote
its shitty cuz it doesn't affect what its suppoed to although salan says hes workin on it
Tbh I find Terror's Fear the Fire ability shitty because it doesn't affect what it's supposed to. In fact it affects nothing at all because it's not implemented yet.
Fail logic.
Logged
Tymathee
Donator
Posts: 9741
Re: Tank Reapers MkII
«
Reply #57 on:
July 07, 2009, 06:15:15 am »
jeez calm down you guys you are really going over board and taking this way too seriously. I have my own opinion of how I feel and there's nothign you can do to change it, especially saying stuff like
Quote
Use your fucking head damn it,
that just don't help none, all you do is feed the cannon fodder and make no one respect what you're saying.
There's a lot of abilities I find "shitty" that just either dont work well, you don't get much use from it or they're just messed up.
Logged
Mgallun74
EIR Veteran
Posts: 1478
Re: Tank Reapers MkII
«
Reply #58 on:
July 07, 2009, 06:21:44 am »
ya, played 1 game before patch, owned stuff with my zooks, evident how some people i played whined bigtime.. played 1 game after patch and zooks are back to normal it seems. Even the 57mm, saw 1 57mm miss a marder 3 times at med range lol.
i know some whined bigtime to get it fixed, so hope, something i paid 100pp for isnt broken for too long..
k thanks.
Logged
Halfling
EIR Veteran
Posts: 70
Re: Tank Reapers MkII
«
Reply #59 on:
July 07, 2009, 06:28:31 am »
Soon to get the zooks fixed is to long for me.
Logged
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