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Author Topic: M10 receiving to many buffs  (Read 5734 times)
0 Members and 2 Guests are viewing this topic.
gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #20 on: June 09, 2010, 04:16:38 pm »

When you can use 9-10 super m10's to counter most of the opponents stuff, and the still have manpower to throw dozens upon dozens of riflemen with bar's out its brutal.

I don't think any unit should get to super-unit status.

I had a pak gun rear shot one of those M10's and only do 1/5th or so damage.

When there are five of them.. you cant counter it.

You could make M10's also take up support pool, instead of armor pool. Let them compete with At guns like a PE company does.

10 M10s cost 30 pool, that would eat up all your armor, reserve and put you into oversupply. 

To counter three M10s, you would need a couple of paks and shrek.  M10s are pathetic against garrisoned units and it cannot sit there and circle your pak if you stick some shreks in a building.

Blocking is also a time honored strategy.  I beat a cromwell and a M10 with a stug and a puma because I blocked with the puma.  You can do the same with pretty much any light vehicle with large dodge bonus and phase armor.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #21 on: June 09, 2010, 11:27:23 pm »

use bikes to block? not refusing the possiblity of there being a issue here

If there's 2 M10s(My starting platoon), or if we're escalating to late game - a maximum of 5 - you're not blocking them all with a single bike with any efficiency(if the bike just doesn't get outright sniped by a volley of M10 fire). The fact my M10s are FASTER than the bikes with the top tree T2 also doesn't help.

Quote
10 M10s cost 30 pool, that would eat up all your armor, reserve and put you into oversupply. 
You can only get a maximum of 9 M10s.

The only true time honored tactic I've found to counter the M10s is by taking permanent refuge inside a building with a pair of shreks, with a pak or geschutz waggen standing nearby(so as to discourage the M10s from using observation to keep sniping at the grenadiers in the house until they(eventually) die).
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #22 on: June 10, 2010, 12:13:09 am »

thats how I used my precious little AT in my SE company last war...shrek in a building was required for me to get any effectiveness...but it can be inconvenient
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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
spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #23 on: June 10, 2010, 12:38:15 am »

The thing with m10s is, nerf their speed and they become worthless, remove human crush and like mysthalin said, they get clogged up, its an extremely hard unit to balance in EIRR

Give it seperate buffs then to make it easy.  Veterancy should be able to do this, give it completely offensive buffs and keep the doctrine buffs.

eg. Vet1: Accuracy 1.15 (instead of received damage 0.85)
     Vet2: Penetration 1.15, Moving Ability (moving accuracy penalty removed) (the moving ability replaces Acceleration 1.2)
     Vet3: Damage 1.2 Penetration 1.2 (keep the same)

This should help a lot, instead of imitating 588 health or so at vet1 stacked with the +25% health ability, it stays at 500 only, and at vet2 it won't be nearly as super fast, it will just have a slightly better chance of killing infantry the normal way.
     
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FanaticOpposition Offline
EIR Regular
Posts: 49


« Reply #24 on: June 11, 2010, 01:29:59 am »

They are generally pretty weak against shreks, unless of course, you run them over...but it is a tank after all, it should make infantry go splat. I, for one, don't rush shrek squads, trying to run them over, that's just suicide.
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