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Author Topic: Most Useless Units/Unused Units and abilities/upgrades  (Read 8150 times)
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Tymathee Offline
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« 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?
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« 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
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Malevolence Offline
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« 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.
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AmPM Offline
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« 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.
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Malevolence Offline
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« 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.
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LeoPhone Offline
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« 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.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #6 on: June 27, 2010, 10:21:47 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.
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Tymathee Offline
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Posts: 9741



« 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.
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LeoPhone Offline
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Posts: 0


« Reply #8 on: June 27, 2010, 10:22:56 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.
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Nimitz Offline
EIR Veteran
Posts: 149


« 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.

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AmPM Offline
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Posts: 7978



« Reply #10 on: June 27, 2010, 11:02:27 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...
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #11 on: June 27, 2010, 11:41:31 am »

stuart with human crush...op  Roll Eyes

thing is damn fast,he could just run over most stuff with ease...
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deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #12 on: June 27, 2010, 11:44:15 am »

tetrach, need i say more lololol.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #13 on: June 27, 2010, 12:01:28 pm »

tetrach, need i say more lololol.

yes, especially since 2 used right with the little john adapter can pop a tiger
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Hicks58 Offline
Development
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Posts: 5343



« Reply #14 on: June 27, 2010, 12:02:21 pm »

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
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Hydro Offline
EIR Veteran
Posts: 242


« 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
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LeoPhone Offline
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Posts: 0


« Reply #16 on: June 27, 2010, 01:41:51 pm »

SE still have that building barrage? gaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay
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deadbolt Offline
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EIR Veteran
Posts: 4410



« Reply #17 on: June 27, 2010, 01:44:25 pm »

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.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #18 on: June 27, 2010, 02:04:12 pm »

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.
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CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #19 on: June 27, 2010, 02:13:40 pm »

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
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