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Author Topic: church croc  (Read 13505 times)
0 Members and 6 Guests are viewing this topic.
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #20 on: July 08, 2009, 04:01:02 pm »

My solution to crocs has been pretty easy

ATHT + MARDER = PROFIT!

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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #21 on: July 08, 2009, 04:04:12 pm »

HELLOOOO   HELLOOOO!!

this is PE we talking about. and you only get one panther for alot of pop

HELOOO IN THERE STUPID.

PE has better anti-tank than wehr.

Marder is way better than pak, ATHT has no wehr equivelent, and shreked clown cars just rape everything.

So I have no clue wtf you're whining about.
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #22 on: July 08, 2009, 04:06:40 pm »

lol im not talking about churchill circling it. thats just lame haha. talking about piss queak light tanks  Cheesy
but thats my own fault without having a shrek squad there.

my point still stands, 35 range for flame is to long

oh haha gamesguy, me whining? whatever.

i guess you miss the point that oh.. THE TANK HAS FLAMES. destroys clowncars. and im not comparing any units to another faction, all im saying is that range is to long.
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
gamesguy2 Offline
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Posts: 2238


« Reply #23 on: July 08, 2009, 04:08:39 pm »

i guess you miss the point that oh.. THE TANK HAS FLAMES. destroys clowncars. and im not comparing any units to another faction, all im saying is that range is to long.

Wrong, clown cars destroy the croc.

The flamer is in a fixed forward firing arc mounted on one of the slowest vehicles in the game.   Clown cars are some of the fastest vehicles in the game.

Its trivial to circle a churchill so it can't flame your clown car.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #24 on: July 08, 2009, 04:09:21 pm »

lol im not talking about churchill circling it. thats just lame haha. talking about piss queak light tanks  Cheesy
but thats my own fault without having a shrek squad there.

my point still stands, 35 range for flame is to long

oh haha gamesguy, me whining? whatever.

i guess you miss the point that oh.. THE TANK HAS FLAMES. destroys clowncars. and im not comparing any units to another faction, all im saying is that range is to long.

We come to the heart of the issue, stop trying to use clowncars on it.
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crimsonrabbit Offline
EIR Veteran
Posts: 380



« Reply #25 on: July 08, 2009, 04:11:47 pm »

Why would you use clowncars on crocs? Flame is the bane of any schreck clown cars because the units inside get torched. The best counter against churchcroc would be ATHT treadbreak combined w/ Marder, OR a mix of schreck for its rear, marder, ATHT, and your Wehrmacht teammate..............which you should have every game since you are PE.
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gamesguy2 Offline
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Posts: 2238


« Reply #26 on: July 08, 2009, 04:14:53 pm »

Why would you use clowncars on crocs? Flame is the bane of any schreck clown cars because the units inside get torched. The best counter against churchcroc would be ATHT treadbreak combined w/ Marder, OR a mix of schreck for its rear, marder, ATHT, and your Wehrmacht teammate..............which you should have every game since you are PE.

Because clown cars rape churchill crocs?

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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #27 on: July 08, 2009, 04:15:38 pm »

lol im not talking about churchill circling it. thats just lame haha. talking about piss queak light tanks  Cheesy
but thats my own fault without having a shrek squad there.

my point still stands, 35 range for flame is to long

oh haha gamesguy, me whining? whatever.

i guess you miss the point that oh.. THE TANK HAS FLAMES. destroys clowncars. and im not comparing any units to another faction, all im saying is that range is to long.

We come to the heart of the issue, stop trying to use clowncars on it.

oh yea because you have hardout seen me try and use a clowncar on a church croc eh Ampm?
shut the fuck up

gamesguy, anything is counterable if done properly. all i have said is the range of the flame is to long

No one in this thread has said "No its not to long *add why here*" or "Yes its to long *add why here*"

you have all resorted in dishing me, putting me down, accusing me of poor tactics when your just being narror minded and missing the point of the thread.
Why? i have no clue, but i could careless what others think all i want is to discuss why the flame is/not to long.
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crimsonrabbit Offline
EIR Veteran
Posts: 380



« Reply #28 on: July 08, 2009, 04:18:21 pm »

Why would you use clowncars on crocs? Flame is the bane of any schreck clown cars because the units inside get torched. The best counter against churchcroc would be ATHT treadbreak combined w/ Marder, OR a mix of schreck for its rear, marder, ATHT, and your Wehrmacht teammate..............which you should have every game since you are PE.

Because clown cars rape churchill crocs?


Too risky because a burning IHT is not good for the troops inside it. The best way imo is to marder it with the treadbreak from the ATHT. An already slow tank becomes even slower which makes it perfect for a well protected marder on lock down.
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crimsonrabbit Offline
EIR Veteran
Posts: 380



« Reply #29 on: July 08, 2009, 04:19:42 pm »

lol im not talking about churchill circling it. thats just lame haha. talking about piss queak light tanks  Cheesy
but thats my own fault without having a shrek squad there.

my point still stands, 35 range for flame is to long

oh haha gamesguy, me whining? whatever.

i guess you miss the point that oh.. THE TANK HAS FLAMES. destroys clowncars. and im not comparing any units to another faction, all im saying is that range is to long.

We come to the heart of the issue, stop trying to use clowncars on it.

oh yea because you have hardout seen me try and use a clowncar on a church croc eh Ampm?
shut the fuck up

gamesguy, anything is counterable if done properly. all i have said is the range of the flame is to long

No one in this thread has said "No its not to long *add why here*" or "Yes its to long *add why here*"

you have all resorted in dishing me, putting me down, accusing me of poor tactics when your just being narror minded and missing the point of the thread.
Why? i have no clue, but i could careless what others think all i want is to discuss why the flame is/not to long.
Depends.......what is the range of the flame on the shermancroc then i will tell you if it is too long or short.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #30 on: July 08, 2009, 04:34:14 pm »

The Sherman Croc has a range of 20. That's 15 less than Panzerschrek range.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #31 on: July 08, 2009, 04:38:18 pm »

Why would you use clowncars on crocs? Flame is the bane of any schreck clown cars because the units inside get torched. The best counter against churchcroc would be ATHT treadbreak combined w/ Marder, OR a mix of schreck for its rear, marder, ATHT, and your Wehrmacht teammate..............which you should have every game since you are PE.

Because clown cars rape churchill crocs?


Too risky because a burning IHT is not good for the troops inside it. The best way imo is to marder it with the treadbreak from the ATHT. An already slow tank becomes even slower which makes it perfect for a well protected marder on lock down.

Only if you failed and charge the churchill from the front.  Its flamer is a fixed forward arc.  You can easilly come from the side and just stay behind it or at a flank with a clown car.

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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #32 on: July 08, 2009, 04:44:33 pm »

Ok a few ways to kill them as PE lol (i can't believe i'm doing this).

- Henschel Air support.  The croc is way too slow to get out of it if you place one right on it.
- Marder IIIs work, especially if supported with some Assault Grens/Falls.
- Clown Cars (must Circlestrafe to avoid everyone in them dying to the flamer, since both rotation and turret rotation of croc are terrible)
- Panthers will penetrate a croc (except a vet3 croc) almost all the time.  They're faster, heavier tanks.
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Malevolence Offline
Donator
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Posts: 1871



« Reply #33 on: July 08, 2009, 08:23:12 pm »

Quote
No one in this thread has said "No its not to long *add why here*" or "Yes its to long *add why here*"

Quote from: me
"[No its not to long]The flame range on the Churchill Croc is in line with its price and population.

*It is without a doubt the best flame vehicle in the game, and the most expensive, in addition to being the slowest and least adept at flying through an enemy line from the flank, burning everything in sight, and hauling ass back the way it came in a 180 degree loop.*"
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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.
CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #34 on: July 08, 2009, 08:40:15 pm »

HELLOOOO   HELLOOOO!!

this is PE we talking about. and you only get one panther for alot of pop

HELOOO IN THERE STUPID.

Oh, like the Churchill Croc isn't like a Expensive T3 unit, which cost a good amount of pop, and is slow right?

Anyways, it range is not too long because of it expensive cost and it is slow unit that would been otherwise not be able to effectively use it Flamethrower if it was any shorter. Sure, it can take a beating, but doesn't every T3 Tank has that trait?
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #35 on: July 09, 2009, 02:04:18 am »

how much does it cost?
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #36 on: July 09, 2009, 02:40:30 am »

490 manpower, 415 fuel, and 14 pop (though it currently shows up as 16 pop)

the flamethrower has a 1.5x damage and accuracy modifier on Garrison, Halftrack and Heavy Cover, so that's why it can be so deadly.  However if you jump in the water with your AT theres an 0.2 accuracy modifier and 0.5 damage modifier, so that will protect you.  even negative cover will reduce recieved accuracy by 25%.  Herioc or Elite infantry take 25% more damage from it. 
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #37 on: July 09, 2009, 03:01:16 am »


the flamethrower has a 1.5x damage and accuracy modifier on Garrison, Halftrack and Heavy Cover, so that's why it can be so deadly.  However if you jump in the water with your AT theres an 0.2 accuracy modifier and 0.5 damage modifier, so that will protect you.  even negative cover will reduce recieved accuracy by 25%.  Herioc or Elite infantry take 25% more damage from it. 

Isn't this consistent with all flame weapons or is this just for the Churchill Croc?
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Let's talk about PIATs in a car.
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #38 on: July 09, 2009, 03:04:43 am »

Demon...

Please play Brittish. RSE, preferably. Then, after 20 straight losses in a row, please tell us church crocs and PIATs are OP.
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #39 on: July 09, 2009, 04:35:21 am »

Demon...

Please play Brittish. RSE, preferably. Then, after 20 straight losses in a row, please tell us church crocs and PIATs are OP.
where did piats come in? jeeze.


I have played enough games with church crocs to relise how unpractical the flame range is.

the church croc is supposed to be far superior than the sherm croc, in no way i condone that. It has much better armor and a turret; it can bounce alot of frontal shells. now the range of the flame. 35 is huge and as one has stated thats the exact shrek range. now that is just crazy. it is in my opinion 25 range and at vet 3 the range increase to 30.

Discuss yes/no why?


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