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Author Topic: Group Zeal  (Read 5709 times)
0 Members and 13 Guests are viewing this topic.
pqumsieh Offline
EIR Veteran
Posts: 2367


« on: July 21, 2009, 12:44:54 pm »

Since group zeal is a PE ability, if I have volks greds from reinforcements, do they also get the group zeal buff?
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #1 on: July 21, 2009, 12:46:06 pm »

Probably.

I also have to add, I dont really think that group zeal is worth a T3. It grants your units 11% more health when you have 3 squads blobbed up, doesnt sound like a fair deal does it?
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pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #2 on: July 21, 2009, 12:51:09 pm »

i think it adds 1% health, 1% less damage, and a small health regen bonus actually. At least thats according to Coh stats. Am I wrong?

PQ
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SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #3 on: July 21, 2009, 12:51:33 pm »

They also take 1% less damage.
You need around 3½ squad to make it as effective as the Airborne T2 (15% less received acc). And once you lose some guys you lose you bonuses. Maybe it’s not a shitty T3 but more of a case of the comparable T2 that the airborne receive are way too good.
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pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #4 on: July 21, 2009, 12:55:54 pm »

well, like most abilities in scorched earth, it seems lackluster. Can we modify the values of group zeal to maybe 2% instead of 1% per squad. That should make it a good choice when compared to the other options.

discuss
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crimsonrabbit Offline
EIR Veteran
Posts: 380



« Reply #5 on: July 21, 2009, 12:56:45 pm »

So pretty much group zeal encourages PE players to blob?
What is the radius of this group zeal?
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wildsolus Offline
Donator
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Posts: 807


« Reply #6 on: July 21, 2009, 01:16:21 pm »

if you nerf the t2 airborne, nerf improved barrels.
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crimsonrabbit Offline
EIR Veteran
Posts: 380



« Reply #7 on: July 21, 2009, 01:26:07 pm »

if you nerf the t2 airborne, nerf improved barrels.
i thought we were talking about group zeal, not airborne buffs.
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SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #8 on: July 21, 2009, 01:28:29 pm »

if you nerf the t2 airborne, nerf improved barrels.
It got nerfed. The +5 range in itself does very little. It was the stacking with the +5 range on vet 2 that made it so powerful. You play blitz yourself. You will find out soon enough.  Smiley
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SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #9 on: July 21, 2009, 01:31:38 pm »

i thought we were talking about group zeal, not airborne buffs.

We are talking about comparable doctrine choices. The closest ones are the T2 airborne and the T3 Blitz that both gives you 15% less incoming accuracy (The airborne one is obviously better since it is a T2 and usually affects more units in your company)
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wildsolus Offline
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Posts: 807


« Reply #10 on: July 21, 2009, 01:44:51 pm »

yeah just read the patch notes about vet2 tanks wooo

also, it does depend on many infantry you run with both companies. in my airborne i have 5 rr squads and maybe 6 rifles.

with the blitz company im using like 7 volks and 6 grens and 2 storms lol.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #11 on: July 21, 2009, 01:47:00 pm »

group zeal effects grenadiers, assault grenadiers and tank busters  As per coh-stats.

same as ZEAL only effects certain units.

group zeal may indeed need a bit of a buff in its %... we'll see how it plays out.
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pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #12 on: July 22, 2009, 12:17:42 am »

salan, maybe just make group zeal a T2. It should be fairly balanced as it curently stands. Between range and squad requirements, you wont have more then 8-12 % at any one time.

Thoughts?
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #13 on: July 22, 2009, 12:49:59 pm »

Group zeal gives impressive health buffs, I am pretty sure of that.
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Illegal_Carrot Offline
Global Moderator
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Posts: 1068


« Reply #14 on: July 22, 2009, 12:58:32 pm »

Group zeal gives impressive health buffs, I am pretty sure of that.
It's 1% reduced damage, 1% max health, per man + a slight health regen (though the regen may have been removed for EiR). That's all.
That means the buffs will usually never get past 10%, which is pretty useless considering that other doctrines get better abilities at T2.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #15 on: July 22, 2009, 01:10:40 pm »

3 squads = 12 men.
12 percent more health, 12 percent reduced damage alone equal something equitable to a 27 percent increase in "actual" health.

On top of that you get a health regen, and it doesn't cap at 3 squads, you know?

A 5 squad "howitzer magnet" would give you 20 percent more health and 20 percent less recieved damage would equal 50 percent more "actual" health.


Sounds pretty equal, and surpasing the airborne T2, no?

A 2 percent buff per man would mean 3 squads would give 24 percent reduced damage and 24 percent more health... Equaling 63 percent more actual health. Don't you think that would be just slightly OP? 89.25 HP per man is pretty damn nice.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #16 on: July 22, 2009, 01:25:14 pm »

Get KCH reinforcement and blob them or stomries Shocked
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #17 on: July 22, 2009, 01:32:14 pm »

Ooh, get 3 KCH together, enjoy the 9 percent more health and less recieved damage.
Making up a nice total of 114 health per man. The ultimate anti infantry infantry. Though honestly, there's little point in blobbing KCH with this little of a bonus.

Now, 5 stormie squads, loaded with 2 double shreks, a single shrek/MP44, and 2 double STG44s...
20 percent less recieved damage and 20 percent more health...

Enjoy your 142.5 HP per man stormtroopers. Takes 2 shots to kill from a sherman xD. Direct 25 pounder shell will leave you alive.. Only barely away from being able to survive getting hit by 57mms.

Don't forget they also regenerate, making them the ultimate invisible zombie army.

Cool.
« Last Edit: July 22, 2009, 01:35:12 pm by Mysthalin » Logged
SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #18 on: July 22, 2009, 02:26:36 pm »

3 squads = 12 men.
12 percent more health, 12 percent reduced damage
Its only 11%. The first doesn’t count. Not that it makes much of a difference.

[/quote]
Now, 5 stormie squads, loaded with 2 double shreks, a single shrek/MP44, and 2 double STG44s...
20 percent less recieved damage and 20 percent more health...
 [/quote]
That’s 1500MP and 1255MU  Roll Eyes
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #19 on: July 22, 2009, 03:04:32 pm »

IT DOES NOT EFFECT WM UNITS.. only the panzergrenadiers in the PE army.

sorry if i miscommunicated that by saying grenadiers in the last post i made.

it is the PE ability, it does not get extra units added to it due to reinforcements.
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