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Author Topic: "How do I counter"  (Read 86199 times)
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Smokaz Offline
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« Reply #100 on: October 26, 2010, 09:18:20 am »

A medikit should heal the weapon as well, only available on the original crew. (Same as with the pak afaik)

A pe support car will heal the 88 - a nice functionaily.

Imo its not unfair for it be like this - because a howie next to a triage gets the same problem vs arty taking both out at the same time.
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skaffa Offline
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« Reply #101 on: October 26, 2010, 09:22:27 am »

K rgr that.

I disagree on the last part tho.
A howie can be used way way back, behind hedgerows etc. A 88 cant, has to be on the frontline, has less range aswell. Medbunker near the frontline is too risky I think, its best used in the rear imo.

A repair kit would be nice imo.
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                      >  hated for creating best and most played eir maps

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Smokaz Offline
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« Reply #102 on: October 26, 2010, 09:27:29 am »

K rgr that.

I disagree on the last part tho.
A howie can be used way way back, behind hedgerows etc. A 88 cant, has to be on the frontline, has less range aswell. Medbunker near the frontline is too risky I think, its best used in the rear imo.


A repair kit would be nice imo.

Since it's on the frontline it has more need of healing than the howie. The whole point of putting expensive support/healing units next to your 88 is to make it a hardpoint the enemy can't overcome. If it breaks you're dead of course, but thats true for a lot of defensive setups.

I suppose you could PM bobsmith and suggest some kind of repair kit for the 88 in defensive and luftwaffe. Not sure if you were present during the doctrine meetnig which discussed luft and defensive but that would have been the perfect opprtunity to drop this suggestion.

How to counter double incendiary assault companies = you cant

Best tactic = Boycott games

GG

Incendary assault has bugged supression, probably a screwup from basing the ability on the bugged regular assault nades right back. I guess you could try to refrain from depending too much on charging them with infantry. Stay at range, usually PE players can't afford weapon upgrades AND 50mms AND IA spam since all of these depend on a single resource, munitions.

If you're micro is top notch using halftracks and moving your infantry with buildings in mind you could reduce the effiency of IA as well by getting into these. That said instantly moving away from assault and not stopping for anything will usually save you as well.
« Last Edit: October 26, 2010, 09:30:57 am by Smokaz » Logged
Spartan_Marine88 Offline
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« Reply #103 on: October 26, 2010, 09:49:52 am »


Incendary assault has bugged supression, probably a screwup from basing the ability on the bugged regular assault nades right back. I guess you could try to refrain from depending too much on charging them with infantry. Stay at range, usually PE players can't afford weapon upgrades AND 50mms AND IA spam since all of these depend on a single resource, munitions.

If you're micro is top notch using halftracks and moving your infantry with buildings in mind you could reduce the effiency of IA as well by getting into these. That said instantly moving away from assault and not stopping for anything will usually save you as well.

I can tell you haven't played against these people yet. I have heard this same bull from people untill they play. They don't bother with weapon upgrades from the most part, and use more marders then 50's (which when used right are equeal if not better)

The use the fking slow gun on a few squads that they keep alive, slow inf, incendiary nade.
If you try to run away, they throw up to 10 grenades at you. While i agree using buildings and halftracks can save you, you gotta have one near by to do so.

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Smokaz Offline
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« Reply #104 on: October 26, 2010, 09:55:06 am »

Doesn't really matter if me personally have played it. I have played alongside it, for reference.

There's no magic recipes available to fight bugs that break any type of regular response or creates a combination nigh impossible to beat. Slow + instant pin leaves almost no choice if you are caught.

Sometimes you have to make company changes if you specificly wish to beat a particular type of gimmick company. This is true. Adding more halftracks, trying to fight around buildings is the best advice available when fighting a bug like this.

IA spam is not that different to brn4meplz and those hull down churchills he cheesed the living jesus out of a while back.

It's the defiency of the devs not the players when doctrine selections or abilities which break the game in a extreme way isnt deactivated , so I wouldn't worry about it. You're free to avoid playing those type of companies/players, nobody will blame you.

« Last Edit: October 26, 2010, 10:00:15 am by Smokaz » Logged
skaffa Offline
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« Reply #105 on: October 26, 2010, 09:59:40 am »

Since it's on the frontline it has more need of healing than the howie. The whole point of putting expensive support/healing units next to your 88 is to make it a hardpoint the enemy can't overcome. If it breaks you're dead of course, but thats true for a lot of defensive setups.

If you have to put an expensive medic bunker to keep it alive, arty might just kill 2 birds with 1 stone.
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Smokaz Offline
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« Reply #106 on: October 26, 2010, 10:01:58 am »

That's what arty does. Kills clumped up, supressed or static targets. I fail to see how it's not equally relevant to the allied healing centers, having to heal bigger blobs and being static.  If you ever had your infantry heavy company w/triage under attack from a nebel, you'll know how painful this is.

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skaffa Offline
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« Reply #107 on: October 26, 2010, 10:17:29 am »

Cause the Triage can be near the spawn, out of range of anything, so you can keep it alive, a lot of people fail to recognise this and put it on the frontline where it always gets owned. I use to do this aswell but noticed its a lot better to put in the back. Its actually a very very good tip to do this as I have discovered from my own experience.

A medic bunker should be placed the same way, in the back so you can keep it alive so you can always heal your units, without the risk of loosing the costly and most effective thing. Thats is what I think is best because you want to keep it alive for as long as possible.

If you however need it up front to keep your 88 in one piece then you are at a disadvantage. Up front its very likely to get killed, like all the allied Triages placed up front.
Futhermore you have to put it near the 88 which is certain to get artied, thus hitting the medic bunker aswell. While you could have had savely in the back. Thats why I think the 88 should have repair kit of some sort so you can keep it alive better.
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Smokaz Offline
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« Reply #108 on: October 26, 2010, 10:26:24 am »

Depends entirely on how you plan to play. A static and tactical game might allow for more time to move back to heal - in blobspam rush scenarios the shorter distance can mean something.

If players noticed you regularily put the triage undefended in the back, it would have it's own disadvantages.

As for destroying the triage being dependant on its proximity to the front it's a rule broken by quite a few offmaps. The cat's out of the bag when the opposing axis sees your american infantry with recharged health bars, then it's just a matter of time if they have a offmap. Especially the scorched earth T1 is all kinds of nasty.

In old EIR triages would always get rocket artied or V1'ed. I guess the drift additions scared a lot of players away from using these in modern EIRR.
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Spartan_Marine88 Offline
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« Reply #109 on: October 26, 2010, 10:28:59 am »

As Smokaz said, sitting an triage near your spawn only invites stormies to nuke it and be long gone by the time you get there. Also the farther back you put it, the longer your pop is tied up moving back and forth
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AmPM Offline
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« Reply #110 on: October 26, 2010, 10:31:24 am »

This is why I run 2 Triages, Medics or CCS if possible.
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Smokaz Offline
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« Reply #111 on: October 26, 2010, 10:32:38 am »

I've always pondered running a triage spam company for my carabines, aka getting like 3 total engineers with triages so I could move up and create another blobdoctor zone, forcing them into tanks and artillery which is much less able to respond to allied blob map control, which in the end is all what any EIRR game is about, taking the map. (At times, sadly)
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AmPM Offline
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« Reply #112 on: October 26, 2010, 10:33:13 am »

EIR is only about outcapping quickly or destroying all enemy AT.
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Spartan_Marine88 Offline
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« Reply #113 on: October 26, 2010, 10:35:29 am »

forcing them into tanks and artillery which is much less able to respond to allied blob map control,  (At times, sadly)

P4, Puma, Flakpanzer, Tiger, IST, ScoutcarMG

The list of allied blob control is actually quite extensive
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Smokaz Offline
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« Reply #114 on: October 26, 2010, 10:36:49 am »

note: blob map control

and you're funny! only the scout car is anything like blob control in your 'list'.

its grand vizir lolish. allied inf can be geared up to make mincemeat of anything in that list.

« Last Edit: October 26, 2010, 10:40:01 am by Smokaz » Logged
Spartan_Marine88 Offline
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« Reply #115 on: October 26, 2010, 10:39:28 am »

note: blob map control

and you're funny! only the scout car is anything like blob control in your 'list'.

its grand vizir lolish. allied inf can be geared up to make mincemeat of anything in that list

Sure, and any axis company can be geared to take out that

Forgot Stuh spam also effective
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Smokaz Offline
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« Reply #116 on: October 26, 2010, 10:42:12 am »

actually the axis have nothing like the allies have in doctrine sponsored infantry-AT. the sides are very diverse. this is not a balance comment, btw.

axis do not get weapon retention tough platforms (rangers and airborne, 4 gibs vs 2) for reliable long range infantry held AT. RR's and tank reaper zooks. Both loads better than the shrek, and it has button and stickies available vs the panzerfaust and the not-permanent threadbreaker (which is a vehicle as well and we are discussing infantry)

A axis infantry force [CURRENTLY] can't be geared to play like the allied infantry force. Their handheld AT is just too poor in comparison, because doctrine buffs are not available to the same extent. They can however sink munis into shreks on stormies, but it doesn't play the same way, it doesn't have the same spam power. the ab and rangers aren't victims of strafing "funs" and supression in the same way either.

a axis defense force around a healing scout car or med bunker would be eaten alive by the allies if the axis were depending primarily on infantry to hold

make sure you realize what i'm talking about here. a infantry-only force supported by healing.
« Last Edit: October 26, 2010, 10:50:05 am by Smokaz » Logged
Spartan_Marine88 Offline
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Posts: 4838



« Reply #117 on: October 26, 2010, 10:49:14 am »



make sure you realize what i'm talking about here. a infantry-only force supported by healing.


Ah didn't realize you meant infantry only. (maybe give the 4 man kch a shrek option?)
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skaffa Offline
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« Reply #118 on: October 26, 2010, 10:57:57 am »

I disagree with everyone saying Traige near the spawn is bad.

A triage in the back keeps it protected since you have ALL your units in front of it, aswell as your teamm8s units, so the enemy has to go thru all your units, go deep into enemy territory which is a great risk, most likely over extending its lines, risking to loose units to counters freshly respawned, while a triage in the front can first of all be spotted easier and attacked a lot easier without having the negative aspects discussed above.

I think it is way better than putting it up front and that sooner or later everyone will realise it and get used to putting Triages in the back.

The only disadvantage is having to move back and forth, but when you are a proper player you know exactly when you have time to do so, therefor negating this aspect, as I have noticed from own games where it hasnt been a problem at all.
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #119 on: October 26, 2010, 11:01:10 am »

actually the axis have nothing like the allies have in doctrine sponsored infantry-AT. the sides are very diverse. this is not a balance comment, btw.

axis do not get weapon retention tough platforms (rangers and airborne, 4 gibs vs 2) for reliable long range infantry held AT. RR's and tank reaper zooks. Both loads better than the shrek, and it has button and stickies available vs the panzerfaust and the not-permanent threadbreaker (which is a vehicle as well and we are discussing infantry)

A axis infantry force [CURRENTLY] can't be geared to play like the allied infantry force. Their handheld AT is just too poor in comparison, because doctrine buffs are not available to the same extent. They can however sink munis into shreks on stormies, but it doesn't play the same way, it doesn't have the same spam power. the ab and rangers aren't victims of strafing "funs" and supression in the same way either.

a axis defense force around a healing scout car or med bunker would be eaten alive by the allies if the axis were depending primarily on infantry to hold

make sure you realize what i'm talking about here. a infantry-only force supported by healing.

AB with their moveable medics?  yum yum

made a mistake with my AB company, choose bombing run, its kinda blah, should have taken AB medics.

can somebody still remove doct choices for me?
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