*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 30, 2024, 01:28:06 pm

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1] 2 3   Go Down
  Print  
Author Topic: US Airborne Strafing Run  (Read 9529 times)
0 Members and 2 Guests are viewing this topic.
anthony210 Offline
EIR Veteran
Posts: 1016


« on: September 25, 2009, 10:39:05 pm »

Do you think Strafing Run should have smoke and a short delay of 1-2 seconds?

Keep it on topic please, this is not a discussion about stormtroopers or any other axis infantry. 
Logged

Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #1 on: September 25, 2009, 10:45:44 pm »

All I know is that full health vet 2 grens have to go home if I don't look at the edges of the map all the time to make sure white silhouettes are not appearing.
Logged
wildsolus Offline
Donator
*
Posts: 807


« Reply #2 on: September 25, 2009, 10:48:33 pm »

NO
Logged

Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #3 on: September 25, 2009, 10:49:57 pm »

YES
Logged


Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
Akranadas Offline
Honoured Member
*
Posts: 6906


« Reply #4 on: September 25, 2009, 10:58:10 pm »

Strafing Run is getting Smoke, and Strafing run comes in at an Increased delay of .9 Seconds
« Last Edit: September 25, 2009, 11:03:36 pm by Akranadas » Logged
fallensoldier7 Offline
EIR Veteran
Posts: 667


« Reply #5 on: September 25, 2009, 10:59:00 pm »

Strafes aren't like every other off-map.  Things like the 105 off-map, precision strike, and firestorm can be used against stationary units.  They wreak a ton of damage in a large radius.  The strafe is highly concentrated firepower on at most 2 squads of infantry vs nonblobbers.  It doesn't shoot in a circle or a radius but it shoots in a short line.

I'm not sure about everyone else, but I mainly use my strafes as a way to save my AB if they get caught without anti-infantry support and there are mp44 storms or kch coming at the.  I also use it to kill snipers.  Most of the time when I use it, the infantry is moving so the speed of the strafe is necessary.  If it had a few seconds delay then it would be useless.  By the time the plane arrives the infantry will have moved too far.

So, no, don't increase the delay.  If you increase the delay, you're eliminating one of the main advantages of strafe: being able to use it against moving infantry.
Logged

anthony210 Offline
EIR Veteran
Posts: 1016


« Reply #6 on: September 25, 2009, 11:01:19 pm »

Are you being serious Akranadas?

Fallen: Adding a 1 second delay and smoke isnt gonna make it useless.  It will just give people a split second to try to dodge it.  As it is right now it insta gibs infantry with zero chance to dodge unless the player using the strafing run messes it up.  I still dont understand what makes strafing run so special that it deserves to be the only off map that currently cannot be dodged.

It is just like every other off map.  Its an off the map ability used to kill units which is just like every other off map.  Except this one is only good against infantry.
« Last Edit: September 25, 2009, 11:06:41 pm by anthony210 » Logged
Akranadas Offline
Honoured Member
*
Posts: 6906


« Reply #7 on: September 25, 2009, 11:03:19 pm »

Yes, I am serious. Sorry for typo
Logged
panzerman Offline
EIR Veteran
Posts: 689


« Reply #8 on: September 25, 2009, 11:05:28 pm »

or at least give it a short warning like precision strike cause it would feel  cheap if u loose vet 2 or 3 stormies 2 a strafe.
Logged
spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #9 on: September 25, 2009, 11:05:57 pm »

its a good idea akrandas as most players will try to counter airborne infantry with blobs of their own which usually get strafed, now at least they can dodge strafing run instead of it being a 100% hit all the time.
Logged
anthony210 Offline
EIR Veteran
Posts: 1016


« Reply #10 on: September 25, 2009, 11:07:13 pm »

Yes, I am serious. Sorry for typo

Awsome then.  This is all I was asking for.  Whens the patch coming out? =)
Logged
Killer344 Offline
The Inquisitor
*
Posts: 6904



« Reply #11 on: September 25, 2009, 11:25:05 pm »

Soon™.
Logged

If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Akranadas Offline
Honoured Member
*
Posts: 6906


« Reply #12 on: September 25, 2009, 11:40:20 pm »

Yes, I am serious. Sorry for typo

Awsome then.  This is all I was asking for.  Whens the patch coming out? =)

I want to have everything ready by mid next week so we can roll it out on the following weekend. We're just putting a bit more into this patch then a normal one.
Logged
TheYaxisOfEvil Offline
EIR Veteran
Posts: 71


« Reply #13 on: September 26, 2009, 03:45:29 am »

The smoke is fine..but the main problem i see with this is the delay...The larger the map..and the angle of the strike already adds to the delay.   On a 2v2 map...maybe a delay would be useful..but a map any bigger..and its just harder and harder to hit a moving target
Logged

AKA donnieDark
Sharpshooter824 Offline
I <3 Aloha
EIR Veteran
Posts: 775


« Reply #14 on: September 26, 2009, 07:14:39 am »

I dont see why you guys cant release what you have now and then finish up the reest in another patch lol..
Logged

Rawr
sgMisten Offline
Donator
*
Posts: 778


« Reply #15 on: September 26, 2009, 07:17:13 am »

The same reason why you don't release a house for sale without the roof.
Logged
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #16 on: September 26, 2009, 11:10:30 am »

great. Added delay and smoke. I dont really see a way to hit moving infantry blobs now.

Strafe is a precision weapon. No splash damage, and map dependent, its gonna now be as useful as precision strike. (which i think should have no drift)
Logged

Latest Shoutcast:
EIRR Groundcast 11 "The Super Dev Showdown!!"
http://www.youtube.com/watch?v=IOGm79rXWhU (full version)

anthony210 Offline
EIR Veteran
Posts: 1016


« Reply #17 on: September 26, 2009, 12:31:01 pm »

I cant believe you guys as making a big deal over a 0.9 second delay...

That is nothing.  It will still be deadly and nearly impossible to dodge.  All this is going to add is a small chance to dodge it.  It is still going to be just as usefull.
Logged
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #18 on: September 26, 2009, 01:24:26 pm »

and i cant believe that you dont realize how 1 second makes all the difference in terms of offmap delay.

Of course i will try it cause i trust the devs, and believe they have tested this well enough that it will still have some use, but I have also played long enough to know how much a warning and an added delay can make an offmap useless.

vCoH 2.1-2.4 firestorm and Howitzer shot went through stages like this. Firestorm used to have a 5 second delay, and it was useless. Tune the damage and make it a 3 second delay and you got what we have today, and its pretty good.

That is a 2 second difference, and strafe is even more picky than firestorm because instead of ploping the smoke on a blob, you have to predict the movement of the units and aim the strafe along the projected path.

Every second added is a second that the unit can walk out of the death box and completely avoid the strafe. There's no damage, only suppression. Either your inside the box when the bullets come down, or you get out scot free.

With these changes, I will never get hit by a strafe again because every time I see smoke and I know im playing an airborne player, I just change my pathing to a perpendicular path to what I was traveling before, and I would be outside of the deathbox in less than a second.

It will be so easy to dodge if you know its comming.

Logged
anthony210 Offline
EIR Veteran
Posts: 1016


« Reply #19 on: September 26, 2009, 02:58:10 pm »

and i cant believe that you dont realize how 1 second makes all the difference in terms of offmap delay.

Of course i will try it cause i trust the devs, and believe they have tested this well enough that it will still have some use, but I have also played long enough to know how much a warning and an added delay can make an offmap useless.

vCoH 2.1-2.4 firestorm and Howitzer shot went through stages like this. Firestorm used to have a 5 second delay, and it was useless. Tune the damage and make it a 3 second delay and you got what we have today, and its pretty good.

That is a 2 second difference, and strafe is even more picky than firestorm because instead of ploping the smoke on a blob, you have to predict the movement of the units and aim the strafe along the projected path.

Every second added is a second that the unit can walk out of the death box and completely avoid the strafe. There's no damage, only suppression. Either your inside the box when the bullets come down, or you get out scot free.

With these changes, I will never get hit by a strafe again because every time I see smoke and I know im playing an airborne player, I just change my pathing to a perpendicular path to what I was traveling before, and I would be outside of the deathbox in less than a second.

It will be so easy to dodge if you know its comming.



By your argument every off map is useless since they all have delays.  Except of course strafing run which would be the only usefull off map.  

Heres how it will work.  You see infantry blob stationary or a couple squads stationary.  Use your strafing run.  it will still work as intended and you will probably force some if not all of the squads off the map or destroy them outright.  Sounds almost exactly the same as before...  Except now I might have 1 second to try to avoid it.
« Last Edit: September 26, 2009, 03:00:56 pm by anthony210 » Logged
Pages: [1] 2 3   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.066 seconds with 36 queries.