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Author Topic: [Allies] FireUp  (Read 27264 times)
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #40 on: August 04, 2010, 11:08:02 am »

So, you'd take the 57mm, which has less penetration vs Churchill rear armour than vs Tiger front armour, over a Pak 38 to fight allied tanks.

Interesting choise, to say the least Roll Eyes.
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #41 on: August 04, 2010, 02:49:04 pm »

So, you'd take the 57mm, which has less penetration vs Churchill rear armour than vs Tiger front armour, over a Pak 38 to fight allied tanks.

Interesting choise, to say the least Roll Eyes.

more damage, higher penetration. nuff said
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #42 on: August 04, 2010, 02:59:41 pm »

except that a pak without cloak is only slightly out-DPSed by a 57mm with AP rounds...
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MorkaandBorka Offline
EIR Veteran
Posts: 1464



« Reply #43 on: August 04, 2010, 03:21:16 pm »

Hah, Can you imagine seeing some KCH just running their asses through everything with fire up...It would be horrible to watch them just destroy everything. 
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #44 on: August 04, 2010, 03:29:02 pm »

They can't destroy anything above an M3 HT.  Sad
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Firesparks Offline
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Posts: 1209



« Reply #45 on: August 04, 2010, 04:25:15 pm »

Hah, Can you imagine seeing some KCH just running their asses through everything with fire up...It would be horrible to watch them just destroy everything.  
It's called pervitin pill.
and I've seen it before.
« Last Edit: August 04, 2010, 04:28:06 pm by Firesparks » Logged


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gamesguy2 Offline
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Posts: 2238


« Reply #46 on: August 04, 2010, 06:59:34 pm »

Hah, Can you imagine seeing some KCH just running their asses through everything with fire up...It would be horrible to watch them just destroy everything. 

They kinda suck actually.  Even vet 3 four man KCH with pervitin pills have a hard time charging bren tommies and generally loses to commandos.

Shreds bar rifles trying to use SF real good though.
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Firesparks Offline
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« Reply #47 on: August 04, 2010, 07:16:22 pm »

They kinda suck actually.  Even vet 3 four man KCH with pervitin pills have a hard time charging bren tommies and generally loses to commandos.

Shreds bar rifles trying to use SF real good though.
Last time I faced them, the Oak leaves manage to close distance pretty fast with almost no damage, and my bren tommies was vet3 with LT support.   
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Nimitz Offline
EIR Veteran
Posts: 149


« Reply #48 on: August 05, 2010, 03:56:31 am »

We should totally swap cloak and fire up for a patch to see the epic whining.

57mm gets cloak, paks get AP rounds. 30 cal get MG42 suppress, MG42 get AP burst.   Rangers and airborne get cloak, storms and KCH get fire up.

It'll be hilarious.
Don't forget to switch the other values around too, pak gets ATG damage values ATG gets pak damage values, storms get elite armor and airborne and rangers get inf armor.

Now THAT would be awesome.

« Last Edit: August 05, 2010, 04:01:43 am by Nimitz » Logged
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #49 on: August 05, 2010, 05:29:06 am »

Let's not forget to switch the health value of the storms and the airborne. OOh, and pak ROF switched with 57mm ROF.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #50 on: August 05, 2010, 10:26:09 am »

And squad sizes too!

6 man Stormies with 65 HP each and AB Armor, with Fireup and MP44's and Bundle + Medkits!!
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #51 on: August 05, 2010, 10:32:46 am »

Hey! Then while were at it, we might as well switch the names of the armies around!

US becomes Wehr, PE becomes brits!

Then if we rly wanna be ambitious, we can switch the models around so the squad looks like it matches the abilities they have! (-_-)
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #52 on: August 05, 2010, 11:55:12 am »

Don't forget to replace MP44 stats with BAR stats and medkit stats with nothing stats and bundle nade stats with pineapple stats Smiley. Then replace Stormtrooper stats with Airborne Riflemen stats.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #53 on: August 05, 2010, 03:37:46 pm »

it'd be awsome to see 6 man Riflemen Grenadiers fighting vs 4 man Riflemen with high health and 1 bar when Grenadier squad has 2 LMGs
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WriterX Offline
EIR Regular
Posts: 41


« Reply #54 on: August 07, 2010, 09:41:02 am »

Come on guys be serious.

I suggest that if a squad uses fireup each individual unit in the squad has a chance on tripping on his undone shoelaces (a side effect of fireup). If that happens the whole unit gets an automatic "Pinned" effect untill the fail-troop gets his shoe(s) done again.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #55 on: August 07, 2010, 09:51:39 am »

Come on guys be serious.

I suggest that if a squad uses fireup each individual unit in the squad has a chance on tripping on his undone shoelaces (a side effect of fireup). If that happens the whole unit gets an automatic "Pinned" effect untill the fail-troop gets his shoe(s) done again.

I'm pretty sure every soldier checks his shoelaces before combat. I know I would.

Falling over and getting shot because of my shoe laces would be kinda embarrassing. Not to mention painful because I've just been shot.

Now if you said a chance of tripping over loose debris on the floor, IE a big brick or branch or chunk of house, etc... It might of been a more believable leg pull. :p
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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.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #56 on: August 07, 2010, 09:55:47 am »

if anything has to be changed about fireup i suggest one of these things happens to it:
- make squad supressable while in fireup
- have squad receive more damage while in fireup
- set the squad in an immobile state for a few seconds before the real fireup begins. in that time the squad is more vulnerable so it will stop people from using fireup while under heavy fire.
- have the AB drop smoke on the place they stand, lose a bit of supression value(squad goes from pinned to supressed or from supressed to normal) if the squad went back to normal a short sprint with no or less fatigue will follow.
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Mister Schmidt Offline
Lawmaker
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Posts: 5006



« Reply #57 on: August 07, 2010, 10:28:48 am »

if anything has to be changed about fireup i suggest one of these things happens to it:
- make squad supressable while in fireup

The whole point of fireup is to cancel suppression/being pinned.
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LeoPhone Offline
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« Reply #58 on: August 07, 2010, 11:00:15 am »

The whole point of fireup is to cancel suppression/being pinned.

it still does, but atm you can also run right into 4 hmgs after canceling the supression.

i self think the immobile state or the smoke is the best idea since fireup is mostly used to get away anyway. the immobile state is better to use while not under fire(so better for assaults than retreat) while the smoke is a real getaway ability(but it still allows you to flank single hmgs) the smoke will also cancel the big AB blobs of doom since some squads might be pinned while others are supressed.
« Last Edit: August 07, 2010, 11:04:21 am by LeoPhone » Logged
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #59 on: August 07, 2010, 11:48:16 am »

Did you try running into 4 MGs with fire up? You either die or get supressed, it's impossible.
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