Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 29, 2024, 03:14:07 pm
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 0
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
General Discussion
>
Most Useless Units/Unused Units and abilities/upgrades
Pages: [
1
]
2
Go Down
Print
Author
Topic: Most Useless Units/Unused Units and abilities/upgrades (Read 8167 times)
0 Members and 3 Guests are viewing this topic.
Tymathee
Donator
Posts: 9741
Most Useless Units/Unused Units and abilities/upgrades
«
on:
June 27, 2010, 09:33:50 am »
What units are useless or you just don't use and why.
and hey, just for kicks lets add in abilities and upgrades if you want to add that in as well.
Amis: Satchel Charge - i find no point in just having one, when i can have two or even 3 nades with gren experts. i've only seen it used once since old eir and it epically failed.
Smoke Grenades - why spend 15 mu for smoke grenades when u get free officer smoke and free mortar smoke and it serves a dual use?
Locked & Loaded - nice stuff but not nearly good enough to take over tank reapers and rifle training. Maybe give the sight and accuracy sound awesome but in the end, just dont seem good enough.
Brits - Sapper detection & demo im sure most people look at a sapper and go "hmm, let me put some piats on it" just seems u get more bang for your buck. putting one demo charge, one mine and the ability to detect mines on a 4 man squad just seems a waste sometimes and i've only used it when i had enuff mp for only one sapper and had extra muni. Otherwise, i've never seen it used ever.
Stuarts - with the fuel increase, they just dont seem to be that great to use anymore. I used to run 2-4 depending on who i faced, now i have none, i find them too costly and would rather have a staghound because of its AI capability.
WM - fatherland defense tree - only thing i notice being taken is fatherland fortification but after that, the t3 and t4 just are no where near in comparison to the other 2. Even camo equipment seems more useful than FLD.
And then ther's camo equipment, never seen it used nor discussed. Just underwhelming. Usually notice most people go dual t3 with defensive, senior officers and arty experts.
medic bunker. ive seen it used but it's so easy to take down why bother?
what u got to add?
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"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.
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #1 on:
June 27, 2010, 09:42:26 am »
1) I have seen Frax use satchels quite successfully
2)Stuarts I like to use them on my commando company when i have plenty excess fuel but 0 munitions i find they are better then a Staghound without its top mg
Logged
Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
Malevolence
Donator
Posts: 1871
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #2 on:
June 27, 2010, 10:01:01 am »
The New Satchel Charge is really quite good, but with the removal of repair bunkers there's little for airborne to use them on these days.
Logged
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
Community Mapper
Posts: 7978
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #3 on:
June 27, 2010, 10:05:36 am »
Stuart has no role that the Stag doesn't do better TBH, it need some sort of AI upgrade.
Logged
.
.
.
.
.
.
.
.
.
.
.
Malevolence
Donator
Posts: 1871
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #4 on:
June 27, 2010, 10:07:20 am »
Then the Stuart and Stag would still be performing the exact same role. The problem is the Stuart is a light tank that acts like an armored car, but sucks at it.
M8 and T17 suffers from that problem as well, to a slightly less extent.
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #5 on:
June 27, 2010, 10:16:27 am »
satchels have their uses, but dont expect them to rape against vehicles or normal infantry. use them against stuff like mgs and bunkers (or paks).
problem of stuart obviously lies in the stag being OP. nerf main gun penetration or dmg.
my useless stuff:
experienced targetting for RE doctrine. you dont even notice +5 sight and the extra penetration is sooo useful for your fireflys :/
flammenwerfer halftrack:
http://www.xfire.com/video/2efa75/
fg42s, their stats are almost the same as mp44s, and the advice for using them correctly is "sit them in cover and attack enemy from distance" what is the point of doing that if brens and bars have much better long range damage? (
http://picly.us/coh/Zaxis/mgs/
).
and yes, they have a ambush bonus. but this requires your opponent to move towards your exact position, and that removes about 50%(if not more) of the weapon's effectiveness.
and i am concerned about keep it moving + lightning war coz my tanks will be faster than my inf the ability becomes quite useless.
Logged
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #6 on:
June 27, 2010, 10:21:47 am »
Quote from: AmPM on June 27, 2010, 10:05:36 am
Stuart has no role that the Stag doesn't do better TBH, it need some sort of AI upgrade.
To note, stuart has higher accuracy against infantry. (fire sparks dug that up.)
And my main useless ability is Commando Artillery support it fires like 4-5 shells at huge scatter that i have seen hit 2 times over alot of usages.
Logged
Tymathee
Donator
Posts: 9741
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #7 on:
June 27, 2010, 10:22:02 am »
stag op Lmao, its has the same role as the m8 and more costly. and doens't come with a mine. gun and 50 cal are on par with each other pretty much.
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #8 on:
June 27, 2010, 10:22:56 am »
Quote from: Tymathee on June 27, 2010, 10:22:02 am
stag op Lmao, its as good as the m8 and more costly. and doens't come with a mine.
and it only has about 50% more health. (more than an ostwind)
the gun also does 65 dmg instead of m8's 50 dmg.
Logged
Nimitz
EIR Veteran
Posts: 149
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #9 on:
June 27, 2010, 10:59:08 am »
Quote
Amis: Satchel Charge - i find no point in just having one, when i can have two or even 3 nades with gren experts. i've only seen it used once since old eir and it epically failed.
Smoke Grenades - why spend 15 mu for smoke grenades when u get free officer smoke and free mortar smoke and it serves a dual use?
Locked & Loaded - nice stuff but not nearly good enough to take over tank reapers and rifle training. Maybe give the sight and accuracy sound awesome but in the end, just dont seem good enough.
Brits - Sapper detection & demo im sure most people look at a sapper and go "hmm, let me put some piats on it" just seems u get more bang for your buck. putting one demo charge, one mine and the ability to detect mines on a 4 man squad just seems a waste sometimes and i've only used it when i had enuff mp for only one sapper and had extra muni. Otherwise, i've never seen it used ever.
Stuarts - with the fuel increase, they just dont seem to be that great to use anymore. I used to run 2-4 depending on who i faced, now i have none, i find them too costly and would rather have a staghound because of its AI capability.
WM - fatherland defense tree - only thing i notice being taken is fatherland fortification but after that, the t3 and t4 just are no where near in comparison to the other 2. Even camo equipment seems more useful than FLD.
And then ther's camo equipment, never seen it used nor discussed. Just underwhelming. Usually notice most people go dual t3 with defensive, senior officers and arty experts.
medic bunker. ive seen it used but it's so easy to take down why bother?
Agree with everything.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #10 on:
June 27, 2010, 11:02:27 am »
Quote from: Malevolence on June 27, 2010, 10:07:20 am
Then the Stuart and Stag would still be performing the exact same role. The problem is the Stuart is a light tank that acts like an armored car, but sucks at it.
M8 and T17 suffers from that problem as well, to a slightly less extent.
True, could give it med crush and human crush. Its new gun does have higher accuracy, but only hits 1 guy and lacks suppression....the Stag is by far better for AI, and about the same for AT really...
Logged
smurfORnot
EIR Veteran
Posts: 4715
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #11 on:
June 27, 2010, 11:41:31 am »
stuart with human crush...op
thing is damn fast,he could just run over most stuff with ease...
Logged
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #12 on:
June 27, 2010, 11:44:15 am »
tetrach, need i say more lololol.
Logged
DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #13 on:
June 27, 2010, 12:01:28 pm »
Quote from: deadbolt on June 27, 2010, 11:44:15 am
tetrach, need i say more lololol.
yes, especially since 2 used right with the little john adapter can pop a tiger
Logged
Hicks58
Development
Posts: 5343
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #14 on:
June 27, 2010, 12:02:21 pm »
Quote from: deadbolt on June 27, 2010, 11:44:15 am
tetrach, need i say more lololol.
Tetrarch is more unused than useless... Get a pair or trio of the buggers with LJ Up-guns and you'll see what the little blighter's can do to enemy armour. :p
Logged
Quote from: brn4meplz on November 05, 2012, 10:45:05 am
I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
Quote from: Mysthalin on March 27, 2014, 04:57:09 pm
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
Hydro
EIR Veteran
Posts: 242
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #15 on:
June 27, 2010, 01:40:53 pm »
Hotchkiss stuka- barely can damage anything, small amount of shells and terrible accuracy
Scorched Earth ability- it can only dmg buildings and sometimes scatter doesn't allow to destroy some of them
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #16 on:
June 27, 2010, 01:41:51 pm »
SE still have that building barrage? gaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay
Logged
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #17 on:
June 27, 2010, 01:44:25 pm »
Quote from: Hicks58 on June 27, 2010, 12:02:21 pm
Quote from: deadbolt on June 27, 2010, 11:44:15 am
tetrach, need i say more lololol.
Tetrarch is more unused than useless... Get a pair or trio of the buggers with LJ Up-guns and you'll see what the little blighter's can do to enemy armour. :p
why do that when i can just outrange with a firefly and its cheaper? lul.
Logged
Hicks58
Development
Posts: 5343
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #18 on:
June 27, 2010, 02:04:12 pm »
Quote from: deadbolt on June 27, 2010, 01:44:25 pm
Quote from: Hicks58 on June 27, 2010, 12:02:21 pm
Quote from: deadbolt on June 27, 2010, 11:44:15 am
tetrach, need i say more lololol.
Tetrarch is more unused than useless... Get a pair or trio of the buggers with LJ Up-guns and you'll see what the little blighter's can do to enemy armour. :p
why do that when i can just outrange with a firefly and its cheaper? lul.
50mm HT's have exactly the same range as you, Marders aren't too far off. Going against PE Tetrarch's are utter win if you can get them in the right circumstances... But, your right, the Firefly is a solid AT platform.
Logged
CommanderHolt
EIR Veteran
Posts: 600
Re: Most Useless Units/Unused Units and abilities/upgrades
«
Reply #19 on:
June 27, 2010, 02:13:40 pm »
Quote from: LeoPhone on June 27, 2010, 10:16:27 am
fg42s, their stats are almost the same as mp44s, and the advice for using them correctly is "sit them in cover and attack enemy from distance" what is the point of doing that if brens and bars have much better long range damage? (
http://picly.us/coh/Zaxis/mgs/
).
and yes, they have a ambush bonus. but this requires your opponent to move towards your exact position, and that removes about 50%(if not more) of the weapon's effectiveness.
I think you are discounting the fact that FG42s are given to all the members of the squad, so even if Bars and Brens are slightly Superior to FG42s they most likely only have only 2 of them while you have 4. How does Ambush revmoves about 50% or more of the weapons effectiveness?
«
Last Edit: June 27, 2010, 02:16:55 pm by CommanderHolt
»
Logged
Pages: [
1
]
2
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...