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Author Topic: 0.7.4 Patch Notes  (Read 37131 times)
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #40 on: February 28, 2010, 01:27:02 pm »

Vehicles is both light vehicles and tanks.
So when it says AT vehicles it also refers to AT tanks AFAIK.

When you think TH you're tempted to just think '100% buffs to AT abilities', like the old TH doctrine but that was blatantly overpowered as it was then basically the ultimate 'counter doctrine' to the armour doctrine.

yes, but it failed vs infantry.  And that is ok.  It did one thing and it did it well.  It did not do well against infantry.  Right now, as is, its just awful.  I'd go so far as to say I'd take any of the allied t4s currently enabled over any of the TH t4s.  

Like Skaffa says, the only good doctrinal abilities are the ones he listed.  Personally I would also add the tank hunters t2 as a good one, along with the ambush t2.  So 5 worthy picks out of 12.  Bit pitiful if you ask me, especially compared to the other doctrines out.

Why in the name of god the t2 mech log. buffs all infantry and not just shreks is beyond me.  Tank hunter doctrine should not be about buffing anything other than anti-tank.  PE is a very specific faction.  


Scorched Earth is about anti-infantry.  Luftwaffe is a more balanced, less effective all around doctrine.  Tank Hunters is about anti-tank.  Right now, you're trying to shoehorn in a luftwaffe type doctrine into the tank hunter doctrine, and it is just fail.  If you like, I can go ability by ability and tell you why they suck, but I'm sure you aren't planning on changing it anytime soon, so I won't bother.
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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
Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #41 on: February 28, 2010, 03:15:29 pm »

A new patch came out just NOW (what dose it?)

Now when Pak38 crew do go off, but now I got problems fireing that pak, its "Stuck bugs" more, but thats prob bad luck.

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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #42 on: February 28, 2010, 03:50:13 pm »

Pfft, ridiculous Tank hunter accusations.

I think you all underestimate stuff like the Magnetic grenades, and the schreck buffs+ clown car buffs.

Also, lets talk about the instant "give all allied tanks +20% incomming acc." ability called Tank intellegence, and the buffs from the Hotch command section.

You guys are not giving Tank hunters enough credit
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #43 on: February 28, 2010, 04:36:01 pm »

ignore the bottom half for now Gfire.  Simply put, the top half of TH just simply does not compare with any other doctrine so far.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #44 on: February 28, 2010, 04:54:35 pm »

No no, you cant just disregard half the doctrine like that and call TH a failure compared to armor.

With some of the best anti tank vehicles in the game, TH does not need straight stat buffs like armor vehicles do, so they focus on acc. buffs, and conjunction abilities, and tbh, when you have the jadgpanther, which reliably solos multiple allied tanks, I see no reason for you to be complaining about inadequate TH doctrine abilities.

You want stuff like NGV buffs applied to PE tanks, or the old Tank Hunters T4 that made the jadg amazing vs. infantry, when they dont even need them at all.

It only takes a small amount of buffs to make things like, schrecks and marders/ATHTs/Hetzers amazing front line anti tank, capable of nuetering allied armor the instant they become visible, therefore i dont think it is fair to call the TH doctrine abilities shit because you need to use them in conjunction with their clickable abilities, and other unit combinations such as double schreck clowncars.

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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #45 on: February 28, 2010, 05:08:49 pm »

Oh, and lol @ 150 dmg magnetic PE AT nades with 4m more range than the standard sticky.

2, will cripple nearly any tank into uselessness, and if you were looking for a guarenteed way of stopping T17s from rampaging behind the lines, you've found your answer, because these things will never miss, and the T17 needs to be in short range to be it's deadliest, which is well within the radius of the AT nade throw.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #46 on: February 28, 2010, 05:17:09 pm »

I agree, people seem to be underestimating the potential of Tank Hunters doctrine.
I'll be playing them myself and I'm sure I won't be alone in this. I bet we'll see people crying about some of their abilities in less than a week.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #47 on: February 28, 2010, 07:01:21 pm »

Magnetic AT grenades currently have the same range and damage as regular AT grenades.  We'll see how it works out.

Tank Hunters have a lot of new abilities, units, and weapons that have never been balance tested in real gameplay.  So there will probably be future balance patches on that.

But I think you guys are underestimating how powerful TH is.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #48 on: February 28, 2010, 08:15:50 pm »

Oh, and lol @ 150 dmg magnetic PE AT nades with 4m more range than the standard sticky.

2, will cripple nearly any tank into uselessness, and if you were looking for a guarenteed way of stopping T17s from rampaging behind the lines, you've found your answer, because these things will never miss, and the T17 needs to be in short range to be it's deadliest, which is well within the radius of the AT nade throw.
'

at nades dont cripple last i remember, so its not a big deal imo its just going to do the damage and onc epeople get used to them, they'll ignore them.
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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.
Armfelt Offline
EIR Veteran
Posts: 453



« Reply #49 on: February 28, 2010, 08:29:33 pm »

Pardon me, but what actually is the Bergetigers ability? It says something about 100 munition and salvage wrecks... Is it possible to salvage wrecks to get extra munitions after the match? Can the Bergetiger repair vehicles?
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"Well opinions are like assholes, everybody has one."
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #50 on: February 28, 2010, 08:34:27 pm »

Pardon me, but what actually is the Bergetigers ability? It says something about 100 munition and salvage wrecks... Is it possible to salvage wrecks to get extra munitions after the match? Can the Bergetiger repair vehicles?

Gamesguy just told me that basically it goes out and salvages MU... once you get to 100 MU it provides you with the ability to use a medium repair kit.  So, it goes out, salvages said 100, and then is able to use those resources to heal a vehicle with a medium repair. 
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Quote from: fldash on Today at 06:22:34 PM
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Armfelt Offline
EIR Veteran
Posts: 453



« Reply #51 on: February 28, 2010, 08:36:49 pm »

Ah ok! That sounds fair enough. Thanks for your prompt reply.

Edit: Hmm, I wonder if it is worth the extra 6 pop on the field that the bergetiger will occupy, but well it is worth a try. :]
« Last Edit: February 28, 2010, 08:40:51 pm by Armfelt » Logged
bayarea510 Offline
EIR Veteran
Posts: 338


« Reply #52 on: March 01, 2010, 12:26:35 am »

I got a question.
What's the different between the Churchill MV IV and Churchill MV VI?
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00:00:28 [Team] imnotsoisoisoi: they're noobish
00:01:07 [Team] imnotsoisoisoi: this is gonna be gg in 15 mins
...
00:28:50 [Team] RonnMercy: bring something on
00:29:04 [Team] imnotsoisoisoi: im out
00:29:05 [Team] RonnMercy: ur terrible lol
Gg in 30, half right at least
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #53 on: March 01, 2010, 12:33:39 am »

MK IV - Churchil 6 pdr Gun
Mk VI - Sherman 75mm Gun.
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bbsmith Offline
The Brain and Muscle
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Posts: 2778


« Reply #54 on: March 01, 2010, 12:34:02 am »

IV is the normal Churchill and it can buy Tank Shock and Mineplow. The VI is a Churchill with the 75mm Sherman Gun on it.
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lionel23 Offline
Donator
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Posts: 1854


« Reply #55 on: March 01, 2010, 12:38:02 am »

Basically it gets a bit better at killing infantry, but don't expect it to fight tanks in the slightest, except if it somehow, by some miracle, flanks a tank...
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Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)

bbsmith Offline
The Brain and Muscle
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Posts: 2778


« Reply #56 on: March 01, 2010, 12:40:52 am »

They should have dropped in price with the normal Churchill price, but they weren't implemented at the time. Actually, the bottom unlocks of Engineers is getting a slight rework next patch.
« Last Edit: March 01, 2010, 12:43:02 am by bbsmith » Logged
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #57 on: March 01, 2010, 12:56:04 am »

how does the MKVI fight p4s, hetzers and stugs? it is a sherman 75mm gun with uber armor around it anyway!
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #58 on: March 01, 2010, 01:07:45 am »

The churchil does not have "uber armor".
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #59 on: March 01, 2010, 01:08:50 am »

Basically it gets a bit better at killing infantry, but don't expect it to fight tanks in the slightest, except if it somehow, by some miracle, flanks a tank...

The Mk 6 is significantly better against tanks, it can win against a P4 pretty consistently, although watching the two fight is like watching two snails wrestling.  It will take forever.
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