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Author Topic: The Most Useless Allied Units  (Read 16156 times)
0 Members and 18 Guests are viewing this topic.
acker Offline
EIR Veteran
Posts: 2053


« Reply #20 on: July 17, 2009, 12:27:34 pm »

I kinda wish the Croc had its vCOH 1.4 Flamethrower back, with the according price adjustments.
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deadbolt Offline
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« Reply #21 on: July 17, 2009, 12:32:43 pm »

Even with availability, getting 1250 F and not spending it is just silly.
You're effectively handicapping your company as 1 tank has the same MP cost of 2 - 3 infantry squads but is infinitely better.

Full infantry companies would only really be viable if we were running a single resource system.
(Like Faces of War/ Men of War)

Why would allies get tanks? they fail hardcore, paks ninja them, schreks homing missile them. Axis tanks are just infinately better in every way. Not to mention the availibitly on elite tanks they get, KT, Tiger, Jagdpanther, you could include panther too. Also Elite inf, Storms and Falls, What do allied get in return. Mandos, Paras, Rangers - Pershing. The only thing allied have goin for them is arty which is a stationary unit and can get artied, Calliopes get hunted down by schrek storms and priests do too. The only glass cannon they get is the firefly but in comparison to axis marders and gwagons, there is nothin to argue about. Axis is simply better in this mod- and the abilities they get make them so much stronger too. The one thing axis moan about will be blobs, which get owned by MG42s and [non doctrine specific arty] nebels, and mortars with larger range than allied ones. And tbh whats the allied equivalent of an 88?

/rant over.
« Last Edit: July 17, 2009, 12:35:06 pm by deadbolt » Logged

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Illegal_Carrot Offline
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« Reply #22 on: July 17, 2009, 01:37:06 pm »

I'll agree with you on the Howie, even a Firestorm will take it out (no need for a V1), and the thing is usually more of an annoyance than a game changing unit.
But the Croc and HMG are fine. They're great, if you know how to use them.
The Croc is micro intensive, but it's super effective at what it does, and the Bulldozer is one of the best (yet most underrated) upgrades in the game.
The .30 Cal is an area denial weapon, similar to the MG42, what more do you want from it? It has less range + suppression, but a lower price to compensate. The .30's higher damage is noticeable, and means that any Axis troops assaulting your position will get cut down quickly. AP rounds is very situational, which is why it may seem so ineffective, but the ability to kill/severely damage a Puma/AC/HT/Marder/etc in one or two bursts should not be cast aside so quickly.


lol words...

/rant over.
Roll Eyes

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Unkn0wn Offline
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« Reply #23 on: July 17, 2009, 01:45:39 pm »

Even with availability, getting 1250 F and not spending it is just silly.
You're effectively handicapping your company as 1 tank has the same MP cost of 2 - 3 infantry squads but is infinitely better.

Full infantry companies would only really be viable if we were running a single resource system.
(Like Faces of War/ Men of War)

Why would allies get tanks? they fail hardcore, paks ninja them, schreks homing missile them. Axis tanks are just infinately better in every way. Not to mention the availibitly on elite tanks they get, KT, Tiger, Jagdpanther, you could include panther too. Also Elite inf, Storms and Falls, What do allied get in return. Mandos, Paras, Rangers - Pershing. The only thing allied have goin for them is arty which is a stationary unit and can get artied, Calliopes get hunted down by schrek storms and priests do too. The only glass cannon they get is the firefly but in comparison to axis marders and gwagons, there is nothin to argue about. Axis is simply better in this mod- and the abilities they get make them so much stronger too. The one thing axis moan about will be blobs, which get owned by MG42s and [non doctrine specific arty] nebels, and mortars with larger range than allied ones. And tbh whats the allied equivalent of an 88?

/rant over.

My point is why would you instead of using fuel and getting a sherman get 3 more riflemen which will die a horrible death anyway?
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Freek Offline
EIR Veteran
Posts: 218


« Reply #24 on: July 17, 2009, 01:59:13 pm »

I just dropped my 4 shermans for a total of 12 more rifles, all upgraded w/ mu from the sherms.

Now, all that AT the axis have (88's, Panther, pIV, shreks, PAKs, marders, ATHT's etc etc) is now worthless. 
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CryingWolf Offline
EIR Veteran
Posts: 138


« Reply #25 on: July 17, 2009, 02:02:34 pm »

And now what your going to do when you see a Ostwind/Tiger/Panther/KT ect. Run up to the tank/vech and stickey it? All it takes is the tank/vech to go backwards (KT probally be too slow, but not the others).
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Unkn0wn Offline
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« Reply #26 on: July 17, 2009, 02:06:12 pm »

I don't think the PanzerIV will mourn you dumping your Shermans for more riflemen. :p
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Jazlizard Offline
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Posts: 691


« Reply #27 on: July 17, 2009, 02:07:03 pm »

I think the HMG and the Croc are fine.

The howie is easier to take out when the axis has a firestorm/v1, of course if they don't have that then...

The problem with on-map arty is they are game changers when allowed to live the whole game, this is why generally I prefer the moble artillery platforms (hummel, calliope etc) as they seem more cost effective, although generally take up more popcap.

Perhaps instead of an actual howitzer you could create a radioman/officer whatever that calls in a barrage much like other units in the game. This involves some risk on the person/unit calling in the strike and an opportunity for the person being arty'd to try attack the unit with more straight forward means then having to use arty to fight arty, if that makes any sense.

I'm just not a fan of fixed artillery positions they seem a bit boring.
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Mgallun74 Offline
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Posts: 1478


« Reply #28 on: July 17, 2009, 02:18:27 pm »

I think the HMG and the Croc are fine.

The howie is easier to take out when the axis has a firestorm/v1, of course if they don't have that then...

The problem with on-map arty is they are game changers when allowed to live the whole game, this is why generally I prefer the moble artillery platforms (hummel, calliope etc) as they seem more cost effective, although generally take up more popcap.

Perhaps instead of an actual howitzer you could create a radioman/officer whatever that calls in a barrage much like other units in the game. This involves some risk on the person/unit calling in the strike and an opportunity for the person being arty'd to try attack the unit with more straight forward means then having to use arty to fight arty, if that makes any sense.

I'm just not a fan of fixed artillery positions they seem a bit boring.

hey, that sounds like FOO
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Mysthalin Offline
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Posts: 9028


« Reply #29 on: July 17, 2009, 02:21:34 pm »

I get tripple fuel advantages, and still think I need more tanks. I love vehicles, they're my pride and joy.

But that's just me - I hate ALL infantry, except airborne and flamethrowers - airborne being unviable due to low availability. There is nothing more I hate in the standard allied company than the pathetic and useless rifleman - I'd GLADLY trade in EVERY SINGLE ONE of my riflemen for an extra sherman. And I agree with unknown - not using your fuel is stupid, and the equivilent of shooting yourself in the foot, then pretending that you did yourself a favor, as now one bullet that could of been fired at your head was used in a different way.
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #30 on: July 17, 2009, 02:23:49 pm »

Yeah, it would be like FOO, only changed to be like howitzer shots or whatever shots your normal fixed artillery would be.
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Freek Offline
EIR Veteran
Posts: 218


« Reply #31 on: July 17, 2009, 02:58:19 pm »

Eh, my no sherman company failed horribly last game...

But note that the sherman wasn't on the list of 'worthless' units.
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Hydro Offline
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Posts: 242


« Reply #32 on: July 17, 2009, 03:12:42 pm »

Doesn't dozer upgrade for crocodile increase its hp?
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Illegal_Carrot Offline
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Posts: 1068


« Reply #33 on: July 17, 2009, 03:21:12 pm »

Doesn't dozer upgrade for crocodile increase its hp?
It increases it's HP by 10% (raising it's HP to 700), as well as giving the Croc Heavy Crush.
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Freek Offline
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Posts: 218


« Reply #34 on: July 17, 2009, 04:06:35 pm »

Does that mean crush hedges,b/c I always thought it only got rid of tank traps
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Tymathee Offline
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« Reply #35 on: July 17, 2009, 04:11:51 pm »

nope, giving it a dozer basically turns it into a panther/tiger/kt
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Illegal_Carrot Offline
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« Reply #36 on: July 17, 2009, 04:21:59 pm »

It means that the Croc can run over anything a KT could.
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deadbolt Offline
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Posts: 4410



« Reply #37 on: July 18, 2009, 05:47:18 am »

I'll agree with you on the Howie, even a Firestorm will take it out (no need for a V1), and the thing is usually more of an annoyance than a game changing unit.
But the Croc and HMG are fine. They're great, if you know how to use them.
The Croc is micro intensive, but it's super effective at what it does, and the Bulldozer is one of the best (yet most underrated) upgrades in the game.
The .30 Cal is an area denial weapon, similar to the MG42, what more do you want from it? It has less range + suppression, but a lower price to compensate. The .30's higher damage is noticeable, and means that any Axis troops assaulting your position will get cut down quickly. AP rounds is very situational, which is why it may seem so ineffective, but the ability to kill/severely damage a Puma/AC/HT/Marder/etc in one or two bursts should not be cast aside so quickly.


lol words...

/rant over.
Roll Eyes




I'd rather pay the same price to have an MG42 like mg than a shitty .30 cal. Wouldnt you?
« Last Edit: July 18, 2009, 06:33:24 am by deadbolt » Logged
Malevolence Offline
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« Reply #38 on: July 18, 2009, 06:11:00 am »

Worthless allied units?

Boys AT Rifle tommies, 2 inch mortar (okay it's not utterly worthless, but still needs a little buff somewhere), vanilla riflemen (though admittedly vanilla volks or PGs aren't really any better, nor are vanilla tommy sections)...
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #39 on: July 18, 2009, 07:19:04 am »

worthless allied units?

Tank: M18
Vehicle: none really
Support weapon: 30. Cal
Infantry: Vet 3 Riflemen (vet really doesn't help them live.

out of all 30.cal is the worst.
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