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Author Topic: Comparing AT Inf. prices  (Read 7222 times)
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Computer991 Offline
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Posts: 1219



« Reply #20 on: July 26, 2009, 01:47:07 am »

If even one shot bounces off(more than likely) or misses, the panther getting shot by it will survive. There'll be no popcap left for BARs or mandos or anything to protect the RRs.

And what game do you think we're playing?
they are completely unkillable by any type of offmap since they have fire up
And they can kill most p4's and even a KT if they get back shots
And lets not forget if even a blob of KCH comes rushing them they have so many rifles with them and rr's they do kill KCH trust me,assult doesn't work either because they have Fire Up anywho a good player with an RR spam with a good team mate is not unstoppable but pretty close to it.

The thing is the spam usually doesn't come until late game.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #21 on: July 26, 2009, 01:52:42 am »

Use a freaking 7 popcap nebel to counter that kind of blob. If they use fire-up, they can't use it again for 4 minutes - nebel barrages come every 1 and a half minutes. Fire up is nice, but it's not omni-potent. Actually, it's not even nice, it's an ability that lets you dodge ONE nebel barrage or an HMG ambush every 4 minutes. How... useful.

No, 12 RRs will NOT kill a KT instantly, even with back shots. You'll need 3 volleys if EVERY SINGLE SHOT PENETRATES. Which is unlikely.

12 shreks will instantly rape a pershing and a half.

6 squads will have 24 carbines. If you believe that 4 rifle squads will beat a blob of KCH, you're in for a huge dissapointement.

FIRE-UP is NOT reusable every 5 seconds, stop implying that it is. Not to mention the massive debuffs after using it.
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gamesguy2 Offline
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Posts: 2238


« Reply #22 on: July 26, 2009, 02:07:27 am »

Use a freaking 7 popcap nebel to counter that kind of blob. If they use fire-up, they can't use it again for 4 minutes - nebel barrages come every 1 and a half minutes. Fire up is nice, but it's not omni-potent. Actually, it's not even nice, it's an ability that lets you dodge ONE nebel barrage or an HMG ambush every 4 minutes. How... useful.
It is extremely useful.  If storms get suppressed they are dead or retreated.  If airborne gets suppressed they fire up and run away.

Quote
No, 12 RRs will NOT kill a KT instantly, even with back shots. You'll need 3 volleys if EVERY SINGLE SHOT PENETRATES. Which is unlikely.

12 shreks will instantly rape a pershing and a half.

Fired at max range, probably 8 out of 12 shreks will actually hit the pershing.   And of that 8, 3 or 4 will penetrate.  You'll be lucky to do half the hp of a pershing.

Quote
6 squads will have 24 carbines. If you believe that 4 rifle squads will beat a blob of KCH, you're in for a huge dissapointement.

Strafing run > KCH.  Airborne with bars > KCH.  Hell, even bar rifles beat KCH.   KCH is simply not worth buying in 80% of situations these days.

Quote
FIRE-UP is NOT reusable every 5 seconds, stop implying that it is. Not to mention the massive debuffs after using it.

Its fire up combined with the two airborne offmaps.  I was watching a broadcast the other day.   Three squads of airborne go chasing after a P4, runs into a MG, fire up out of it.

A minute later, the same three squads of airborne chase the same P4 again, get suppressed by two MGs spaced fairly well apart this time(one normal offmap like 105 offmap wouldn't hit them both).  In comes bombing run, airborne gets away, P4 is dead.

This is whats wrong with airborne, they are extremely durable skirmishers that do decent, consistent damage to tanks.   And they are nearly impossible to pin down and kill when used by a good player.  Storms, rangers, commandos, etc can all be pinned down and killed.  But airborne, oweing to being able to buy four extremely powerful offmaps every game, cannot.
« Last Edit: July 26, 2009, 02:28:40 am by gamesguy2 » Logged
Freek Offline
EIR Veteran
Posts: 218


« Reply #23 on: July 26, 2009, 02:21:06 am »

How are storms 'easily' pinnable?  They cloak lol, cloak!

And how are rangers all that different from paras (in terms of pinning) they have fire up too...
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #24 on: July 26, 2009, 02:22:18 am »

Rangers cant buy themselfs another free out of jail card with strafe/bombing run.

And also, if your storms get detected and there are bars nearby, say goodbye.
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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
gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #25 on: July 26, 2009, 02:25:02 am »

How are storms 'easily' pinnable?  They cloak lol, cloak!

And how are rangers all that different from paras (in terms of pinning) they have fire up too...

So storms are always invisible and never uncloak?

One squad of bars and you can say good bye to your storms.

Rangers are very different from airborne.   Rangers, like storms, have to get in close to do damage, and like storms, they cost a buttload of munitions.   Once rangers have used their one fireup, rangers can't call in four strafe/bombs to free themselves.

In addition, rangers are pretty bad firing from long range, and fireup is not enough to get you out of trouble if you are in close with your enemy and things don't go your way.    Airborne can snipe from 40 range, big difference.
« Last Edit: July 26, 2009, 02:33:03 am by gamesguy2 » Logged
Illegal_Carrot Offline
Global Moderator
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Posts: 1068


« Reply #26 on: July 26, 2009, 02:29:18 am »

How are storms 'easily' pinnable?  They cloak lol, cloak!
Storms have to get in close to maximize their effectiveness. Once close, they have to hit their target, and get away quickly (and they cannot cloak while getting away, either). At any point, they could easily be revealed, surrounded, or otherwise negated. Once spotted, their fucked. If they get pinned, they either get killed or retreated. They lack any sort of fire up ability, which would allow them to get out of bad situations.

Quote
And how are rangers all that different from paras (in terms of pinning) they have fire up too...
RRs allow AB to stay at maximum range, away form the danger, and still be highly effective.
What gamesguy was getting at, though, was that AB's cheap and abundant off-maps allow them to get out of bad situations just as easily as fire up.
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Rifle87654: Give me reward points.
Brn4meplz: I'm drunk.
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #27 on: July 26, 2009, 03:46:27 am »

A bombing run won't help you get out from the flames of the nebel barrage, or negate pinning if one hits.
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boobaka Offline
EIR Veteran
Posts: 151



« Reply #28 on: July 26, 2009, 03:58:20 am »

so everyone is saying that the price of the inf AT is fine at it is for now  Tongue
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #29 on: July 26, 2009, 04:07:19 am »

Actually, it's as close to balanced right now as it has ever been, at least IMO.
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