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Author Topic: Allies in General  (Read 40494 times)
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Computer991 Offline
Donator
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Posts: 1219



« Reply #100 on: July 07, 2010, 04:37:45 pm »

The new luft waffles is shit,that is my only statement about it.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #101 on: July 07, 2010, 04:38:54 pm »

Also, in response to the post by Kira, it should only take 2 ATGs to neutralize any 1 vehicle.  I don't understand why people complain about units and then the very next sentence cite examples of things they think should work such as '1 panther vs 2 m10s' or 'shreks dont work vs infantry'...its a matter of l2p, not balace problems.  The player needs to learn to keep his units together. If he's having problems with m10s running over his kch, he needs to not have them wandering off alone without AT around.  Its pretty simple.  
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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
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #102 on: July 07, 2010, 04:41:52 pm »

Also, the new luft doc got seriously changed from the draft chubba and I saw, although I do think its more powerful now having looked at it again, there are also certain aspects which moved from t3 to t4 and others that got removed(I really wanted my luft sniper Sad).  We'll see how it plays I guess, regardless its better than TH.  I disagree with you though computer, having really looked at it again.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #103 on: July 07, 2010, 04:52:41 pm »

With monte cassino t4 and firing from the new ambush, a squad of falls w/fg42s will do:

17.24/50.7/150.5 dps at l/m/s

For comparison, that's the dps of about eight mp44s at close range and nearly the dps of a flakvierling at long range.
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Computer991 Offline
Donator
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Posts: 1219



« Reply #104 on: July 07, 2010, 04:59:47 pm »

I think its more difficult to play with americans in this mod then it is with wehr....I don't see the big deal, l2play.

I really disagree with that statement.


Also the reason i say it's shit is because the only really good t4 limits you to a certain play style :p
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #105 on: July 07, 2010, 05:01:28 pm »

I agree with Snoop.  Once you get to a certain level, its so much easier as axis than it is as allies.  Allies are rather more forgiving at lower levels, but it takes so much more skill at higher levels because of the lack of hitting/staying power.
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Chubba Offline
EIR Veteran
Posts: 62


« Reply #106 on: July 07, 2010, 05:08:11 pm »

Quote
1. They're 7 pool and the cheapest elite infantry in the game in terms of resource cost.  

When was that implemented? I mean, I know it is now cause I just checked but when the doctrine came out here I also checked and I was still in 33 PP oversupply.

Quote
2. Ambush is much more frequent than a 160second cooldown ability that makes you take damage.

Ambush is,
1. Situational (Can only be used on the defense or in trap situations when you know when and where the enemy is coming in advance. Can't really be used on the offense)
2. Unpredictable (Will you get recloak? Did you forget about the 4th man who is not hugging cover and is not actually in ambush mode? Did you focus fire on a squad and the FSJ's decided to move forward and fire instead of staying in ambush?)
3. Restricted to Fallschrimjagers

Pills can be used at player discretion for defensive or offensive purposes.
Their results are not unpredictable.
They are not restricted to an elite infantry unit (I can no longer say 9 pool value elite infantry unit and trust me, no one is happier about that than I am) and is in fact usable by a majority of the axis infantry available to the terror company in question.
In addition its one downside, the health loss, is mitigated by the tier 2 mobile ambulance, should you have purchased it.

In short, if you gave me the ability to take pills JUST FOR FSJ instead of Heroes of Monte Cassino, I would.

Quote
3. Their old T4 was OP.


I don't remember the exact details of their old t4 so you have me there.

Quote
4. The other T4 was even more OP, it made rifle training look like battle hardened.


So an OP axis T4 doesn't even get into public hands due to developer intervention but rifle training, easy company and asymmetric warfare manage to get through those same developers for allied players to enjoy?

EDIT - Just saw the FG42 comparison to 4-5 mg42's at close range. Any chance we could get the method behind the madness on that one?

Also Crazy, I'm not saying its a bad doctrine in its entirety. Fortress Europe looks pretty good. If I was as enthusiastic about Wirblewinds, Flak38's and 88's as I am about my fallschrimjagers I would be quite pleased. (Even though 88's are in the tier 3 doctrine unlocks, which is a bit irritating)

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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #107 on: July 07, 2010, 06:44:27 pm »

Whoever designed luftwaffe doesnt know a few things about how to buff falls. One dies they loose 25% of their firepower, they could use a extra man with a normal gun or more HP/sniper resistance ect. and cloaks are VERY situational like chubba said.

 Accursey at short range doesnt matter anyway. Fotress Europe is a good tree to go but the buffs on wirblewind arnt what could be the best given. The wirblewind is VERY slow, and has a 1.5 cooldown at Long range, It deals good surpression but it can only supress 1 squad at a time unlike the quad. It needs help getting into damage dealing range faster and would be a nice buff if it could supress groups.

 The T3 Improved Logistics is a good balanced pick. Spotting teams looks alright. Ostfront vets and weapons training looks like situational crap. Lots of stuff is just buffing random stuff, actualy making some of it useful for combined arms and some of it not so useful as they dont use that unit ect.

It buffs alot of stuff not even nearly related to the doctrine. (Wtf is with the T1 PG buff?)
« Last Edit: July 07, 2010, 07:09:05 pm by DarkSoldierX » Logged

two words
atgs and fireflies
Looks who's butthurt
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear  Cool Cool Cool
bbsmith Offline
The Brain and Muscle
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Posts: 2778


« Reply #108 on: July 07, 2010, 06:51:22 pm »

-50% Cooldown is actually a worse buff than +33% Accuracy even at short range. Its only a .175 Cooldown Reduction at short range for FG42s not even noticeable increase in DPS.
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Chubba Offline
EIR Veteran
Posts: 62


« Reply #109 on: July 07, 2010, 07:02:21 pm »

Quote
Whoever designed luftwaffe doesnt know a few things about how to buff falls. One dies they loose 25% of their firepower, they could use a extra man with a normal gun or more HP/sniper resistance ect. and cloaks are VERY situational like chubba said. Accursey at short range doesnt matter anyway. Fotress Europe is a good tree to go but the buffs on wirblewind arnt what could be the best given. The wirblewind is VERY slow, and has a 1.5 cooldown at Long range, It deals good surpression but it can only supress 1 squad at a time unlike the quad. It needs help getting into damage dealing range faster and would be a nice buff if it could supress groups. The T3 Improved Logistics is a good balanced pick. Spotting teams looks alright. Ostfront vets and weapons training looks like situational crap. Lots of stuff is just buffing random stuff, actualy making some of it useful for combined arms and some of it not so useful as they dont use that unit ect.

Got a TL:DR? That's almost painful to read.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #110 on: July 07, 2010, 07:09:21 pm »

Fixed for eyes
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mosqu1to Offline
EIR Regular
Posts: 13


« Reply #111 on: July 10, 2010, 09:18:05 am »

Dear EIRR community,
please tell me how to deal with these.



Cheers.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #112 on: July 10, 2010, 09:28:45 am »

3 HMGs and 2 goliaths 13 pop cap = 1030mp 300mu 20fu

3 ABs with RRs and 2 ABs with BARs 30 pop cap = 1400mp 700mu.
« Last Edit: July 10, 2010, 09:44:06 am by Killer344 » Logged

If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #113 on: July 10, 2010, 09:31:48 am »

3 hmgs to supress one blob? i dont understand!
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Nimitz Offline
EIR Veteran
Posts: 149


« Reply #114 on: July 10, 2010, 09:31:55 am »

I hope that was sarcasm.

edit: That was for killer..
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #115 on: July 10, 2010, 09:35:08 am »

I hope that was sarcasm.

edit: That was for killer..

If that doesn't work, dropping from the game or whining on the forums about it are also viable choices.

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extremeXTREM Offline
EIR Regular
Posts: 44


« Reply #116 on: July 10, 2010, 09:35:39 am »

3 HMGs and 2 goliaths = 1030mp 300mu 20fu

3 ABs with RRs and 2 ABs with BARs = 1400mp 700mu.
u must be very lucky to set up goliath on the path where the blob runs. Drive to the blob is not possible, they will shoot once and its gone.

Against HMG they just press "Fire up" and all is good Smiley



Not so easy (for me its not possible! Cheesy ) to handle such an vetted Airborns blobb, i think best is HMG with Puma or P4 support
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #117 on: July 10, 2010, 09:37:17 am »

Don't need to drive the goliath to them, put it next to the first HMG, and blow up the blob when it fires-up to get the HMG.
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Sharpshooter824 Offline
I <3 Aloha
EIR Veteran
Posts: 775


« Reply #118 on: July 10, 2010, 09:38:34 am »

I would personally say 2 HMGs + a pair of pumas or 2 HMgs + an ostwind, but you have to layer the MGs
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Rawr
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #119 on: July 10, 2010, 11:58:32 am »

I personally say that 2 HMGs and a sniper is all you need.
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Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
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