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[PE] marder
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Topic: [PE] marder (Read 10449 times)
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Firesparks
Honoured Member
Posts: 1209
[PE] marder
«
on:
August 18, 2010, 02:43:56 am »
the current prices seems a bit low, or the site main gun is a bit too powerful.
Without the site main gun ability I would say that the 300 mp 140 fu price tag is fitting, but the site main gun ability have almost no penalty to speak of and the bonus is very powerful as well.
«
Last Edit: August 18, 2010, 02:58:46 am by Firesparks
»
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With sufficient thrust, pigs fly just fine. However, this is not necessarily a good idea. It is hard to be sure where they are going to land, and it could be dangerous sitting under them as they fly overhead. -- RFC 1925
CommanderHolt
EIR Veteran
Posts: 600
Re: [PE] marder
«
Reply #1 on:
August 18, 2010, 02:48:29 am »
What are the bonuses for Site Main Gun? (Besides extra sight range.)
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Firesparks
Honoured Member
Posts: 1209
Re: [PE] marder
«
Reply #2 on:
August 18, 2010, 02:58:20 am »
10% extra damage (150 -> 165)
35% extra penetration
fire 1 second faster (6 sec -> 5 sec)
.65 received accuracy.
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TheLastArmada
EIR Veteran
Posts: 215
Re: [PE] marder
«
Reply #3 on:
August 18, 2010, 02:58:39 am »
ROF increase ?
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jackmccrack
EIR Veteran
Posts: 2484
Re: [PE] marder
«
Reply #4 on:
August 18, 2010, 03:18:11 am »
.65 received accuracy? That's crazy! My Marders get hit by AT 100% it seems, when I am sited!
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Let's talk about PIATs in a car.
Firesparks
Honoured Member
Posts: 1209
Re: [PE] marder
«
Reply #5 on:
August 18, 2010, 03:30:42 am »
Quote from: jackmccrack on August 18, 2010, 03:18:11 am
.65 received accuracy? That's crazy! My Marders get hit by AT 100% it seems, when I am sited!
marder doesn't have phase armor, but I've noticed that sometime the 57mm does seems to miss more often.
Put the marder in a big enough crater to stack the site main gun bonus with the passive vehicle cover.
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Tymathee
Donator
Posts: 9741
Re: [PE] marder
«
Reply #6 on:
August 18, 2010, 03:57:26 am »
well, the fact that they can't fire on the move and they're basically mobile at guns (much like the 50mm...wait we have dual role units :|) explains their cheap price and because they can be so fragile and easy to kill, you rarely see a lot of them tbh. I may see a max of 4 in a game, much like a sherman, m10, 50mm, p4 etc
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
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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.
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: [PE] marder
«
Reply #7 on:
August 18, 2010, 05:46:12 am »
Yea there powerful, but as tym mentioned, are very fragile, a glass cannon and a extreme bitch to micro. You got the possibility to buy loads yes. but than it digs into your fuel, fuel which you need for other aspects of any PE company.
maybe you might have a point, im not yet convinced yet cuz they attract ATG's like a magnet
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Heartmann
Officer of Kindness
Posts: 1776
Re: [PE] marder
«
Reply #8 on:
August 18, 2010, 06:19:18 am »
Marders are fine, They are one of the hardest At units to micro, with bad pathing and slow turning speed makes them also a very attractive target.
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Grundwaffe
EIR Veteran
Posts: 1128
Re: [PE] marder
«
Reply #9 on:
August 18, 2010, 06:34:14 am »
How could you even complain at the MARDER..
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SublimeHauken - Back from the dead - Since 2007'
MittinsKittens
Donator
Posts: 916
Re: [PE] marder
«
Reply #10 on:
August 18, 2010, 08:24:29 am »
Wow, Firesparks, Not really?
They are so fragile that its not funny, and if something rushes the tank, the marder is dead since the pathing of the unit is just dreadful :/
I rather just take an 50mm
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brn4meplz
Misinformation Officer
Posts: 6952
Re: [PE] marder
«
Reply #11 on:
August 18, 2010, 08:31:46 am »
Theres 2 methods to effectively using Marders.
Site Main gun on a road for the road move speed bonus which helps with turning. but will pretty much void the .65 recevied accuracy bonus.
or put it in cover to boost the received accuracy bonus but get slowed by cover modifiers.
if your Scorched Earth you get the best of both worlds by Siting on a road and building a Roadblock to block shots for you. It works incredibly well.
Marders got a price decrease because they were never fielded, being more expensive then 50mm's and more population. They both fill the same role essentially but now the difference is cost/pool/population. I like the way it's worked out so far
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Smokaz
Honoured Member
Posts: 11418
Re: [PE] marder
«
Reply #12 on:
August 18, 2010, 09:48:36 am »
Hmm I grab two 88s and the rest of my fuel into marders for AT, it works well.. worked.. up until yesterday
Try playing with marders on map like Doghouse
Might as well buy hotchkiss stukas for at there
Marders alone can't work on any map
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Spartan_Marine88
EIR Veteran
Posts: 4838
Re: [PE] marder
«
Reply #13 on:
August 18, 2010, 09:55:01 am »
Marders take a real bite out of heavy tanks but faster ones will kick there ass, use light at-halftrack with treadbreaker and you got a deadly combo
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MittinsKittens
Donator
Posts: 916
Re: [PE] marder
«
Reply #14 on:
August 18, 2010, 10:41:33 am »
Quote from: Smokaz on August 18, 2010, 09:48:36 am
Try playing with marders on map like Doghouse
Try playing PE on a map like Doghouse, The whole place is shotblocking heaven.
and the fact that most of PE AT don't really have Turrets make it hell. Its the one map I refuse to play as or with PE players. :/
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [PE] marder
«
Reply #15 on:
August 18, 2010, 11:01:05 am »
Doghouse has potential tho. It needs a major rework, but i love the concept of an industrial infantry dominant map.
Actually shermans did quite well for me the time I played it, but i can see anything without a turret would just get boned.
Would be nice if everything was crushable or destructable that way you get the appearance of closetrafobia, but with some work, you can make the area playable with tanks.
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metristanharris
EIR Regular
Posts: 43
Re: [PE] marder
«
Reply #16 on:
August 18, 2010, 11:07:52 am »
Doghouse is awesome by far my favorite map never lost as brits on it
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-RoyalHants
fallensoldier7
EIR Veteran
Posts: 667
Re: [PE] marder
«
Reply #17 on:
August 18, 2010, 11:09:40 am »
The last time I played on this map someone rushed me with spawn buffed Shermans since the middle pathway was a road.
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CrazyWR
EIR Veteran
Posts: 3616
Re: [PE] marder
«
Reply #18 on:
August 18, 2010, 12:47:50 pm »
heh, gfire and I slaughtered ugly and smokaz on doghouse yesterday. The spawn buff thing works both ways though. PE being vehicle heavy can get to the middle very quickly repeatedly. Took us about 15 minutes to get out of spawn...
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MittinsKittens
Donator
Posts: 916
Re: [PE] marder
«
Reply #19 on:
August 18, 2010, 07:12:02 pm »
Yeah, Thats another thing I hated about the map, I saw 2 Spawn protected M10's take down a Vet 2 tiger in the middle of the map because it got rushed :/
I think thats a little broken, Although thats due to the system and not the map, but still "
"
Would make an awesome map if he cleared up these fun killer aspects to the map D:
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