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Author Topic: T4 armor piercing rounds not working?  (Read 14846 times)
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Malevolence Offline
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Posts: 1871



« Reply #40 on: August 08, 2009, 11:52:27 am »

Not even an AP round tank should do that kind of damage. Micro fail by KT user. Even if every shot penetrates (which it does) and hits (unlikely) that's like 6 or 7 shots at least. KT twoshots hellcat, maybe three.
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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.
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #41 on: August 08, 2009, 12:14:53 pm »

AP Rounds are good on Hellcats, for whatever reason it makes it teh pwn. They can 3 shot a P4.

The same exact ability on a Sherman seems a little....crappy. It penetrates but does visibly less damage than the Hellcat.

AP rounds is a nice ability, however it still doesn't match up anywhere close to the total usefulness of an ability like HEAT rounds.

I don't know exactly how to fix it, but maybe upping damage to 35% or 40% instead of 25% during  its use might help outweigh the the...lack of constancy.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #42 on: August 08, 2009, 12:32:51 pm »

Aloha understand sarcasm  Tongue

AmPm.. are you tlaking about Heat or AP?

Heat its a stupid argument AP its a lol joke.
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Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
AmPM Offline
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Posts: 7978



« Reply #43 on: August 08, 2009, 12:41:37 pm »

AP is only really useful vs a select group of tanks that relies on high armor over high HP.

Its useful on others just to gain the penetration, but that benefit is greatly reduced vs high HP units.

HEAT affects everything all the time and has no cooldown. It overall is a better ability.
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Tymathee Offline
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« Reply #44 on: August 08, 2009, 12:44:51 pm »

i think it would be a lot more useful if it were either on a longer use timer, shorter cool down or if it were an all the time ability and the damage bonus stays the same (1.25 i think) and the penetration lowered to maybe 50% more penetration, rather than 500%.

Then it only affects upgun shermans, m10's, m18's and the pershing can choose to perschase the hvap rounds.
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"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.
Ununoctium Offline
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Posts: 1256


« Reply #45 on: August 08, 2009, 12:45:54 pm »

I would argue that cost effectively AP is better than Heat because heat will make your tiger kill only 25% more worth in units at maximum while AP will make your kamikaze tanks into HUGE attrition gains through tank killing. m18 hellcat is dirt cheap and does more damage than a pershing with AP activated.
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AmPM Offline
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Posts: 7978



« Reply #46 on: August 08, 2009, 12:46:18 pm »

I like it as an activated ability, maybe a slightly longer timer on it would help.

You mean the whole 2 Hellcats you get before you pay PP? The ones that lose to anything that catches them out of cloak without 4+ doctrine abilities supporting them?

Seriously, something is wrong when a HEAT round p4 can take on an Armor Sherman that has 3+ doctrine abilities supporting it that are t2 or t3....maybe even t4.
« Last Edit: August 08, 2009, 12:48:27 pm by AmPM » Logged
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #47 on: August 08, 2009, 01:05:52 pm »

I like it as an activated ability, maybe a slightly longer timer on it would help.

You mean the whole 2 Hellcats you get before you pay PP? The ones that lose to anything that catches them out of cloak without 4+ doctrine abilities supporting them?

Seriously, something is wrong when a HEAT round p4 can take on an Armor Sherman that has 3+ doctrine abilities supporting it that are t2 or t3....maybe even t4.
1. learn to keep these things alive just hide in camo behind your troops until they're needed, and back off and camo if something comes.
2. no the sherman wins if you remember to upgun it. sherman repairs are 30 mun while p4 is 40.
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Tymathee Offline
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« Reply #48 on: August 08, 2009, 01:35:32 pm »

I like it as an activated ability, maybe a slightly longer timer on it would help.

You mean the whole 2 Hellcats you get before you pay PP? The ones that lose to anything that catches them out of cloak without 4+ doctrine abilities supporting them?

Seriously, something is wrong when a HEAT round p4 can take on an Armor Sherman that has 3+ doctrine abilities supporting it that are t2 or t3....maybe even t4.

I'd have to agree there. Even though I had no upguns, which might've helped a little, I had all doc abilities that affected shermans passively that I culd think of, scoot and shoot, ngv etc and I couldn't take on a damn p4 1v1.

AP Rounds need a longer use timer and a shorter cooldown thatn 5 minutes, thats just insane.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #49 on: August 08, 2009, 01:50:41 pm »

Just as a warning for axis players: a hellcat with Ap rounds rapes a jagd to half health faster than
you can kill it.
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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
Tymathee Offline
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Posts: 9741



« Reply #50 on: August 08, 2009, 01:57:38 pm »

lol i wonder what makes the hellcat so different than the m10. The only differnce between the gun is the m10 has better penetration, does the first strike + ap rounds do that much more damage?
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CafeMilani Offline
Aloha
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Posts: 2994



« Reply #51 on: August 08, 2009, 02:11:16 pm »

Just as a warning for axis players: a hellcat with Ap rounds rapes a jagd to half health faster than
you can kill it.

another stupid fixing ability^^
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #52 on: August 08, 2009, 02:12:24 pm »

Its still not nearly as bad as TH range or speed bonus in TH =)

So stop whinging Aloha.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #53 on: August 08, 2009, 02:13:22 pm »

OH NOEZ

An Armor doctrine ability buffing american tanks to be able to deal with Heat round tiger/p4's or tank hunter armor.. how unfair. nerf immediatly, hitler does not approve
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
bbsmith Offline
The Brain and Muscle
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Posts: 2778


« Reply #54 on: August 08, 2009, 02:41:43 pm »

Smokey does not like complaining.
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Sixpack Offline
EIR Veteran
Posts: 185


« Reply #55 on: August 08, 2009, 03:40:31 pm »

Yeah Mysth, I am waiting for my stop allied fire up/smoke rounds offmaps T4 for axis Smiley.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #56 on: August 08, 2009, 04:22:19 pm »

Yeah Mysth, I am waiting for my stop allied fire up/smoke rounds offmaps T4 for axis Smiley.

Huh?

Second random "Hey Mysth" message in one week :S.
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wittman420 Offline
EIR Veteran
Posts: 111


« Reply #57 on: August 08, 2009, 05:10:14 pm »

wow i dont like the idia of a m18 hellcat with ap rounds being able to put a tiger to half health, and some of u allies want the ability to have a lower cool down time are yall crazy!
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #58 on: August 08, 2009, 05:27:51 pm »

really?  The Tiger is just supposed to be invincible?
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
wittman420 Offline
EIR Veteran
Posts: 111


« Reply #59 on: August 08, 2009, 05:37:31 pm »

well of course, not but a cheap m18 cripalling a tiger that cost so much comon. well i can deal with it now but it haveing a lower cool down time would just be op as hell.
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