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Author Topic: 0.7.9F Changelog  (Read 49621 times)
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Unkn0wn Offline
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« Reply #160 on: November 26, 2010, 06:24:21 pm »

Except lightning war you mean

I think Battle hardened is a pretty solid T4 as well.
Joint ops may be the least favourable I suppose.

That and designwise it would probably make more sense to put heat rounds in as a T4 again after panzer aces, then put joint ops and battle hardened after eachother with appropriate modifications made so one can act as a T3 again.

AFAIK that's what you're all complaining about, no?

Armour has trees that buff vehicles 4x in a row, there's no reason why Blitz couldn't have a tree that has tanks or inf getting buffs from the T3 and T4
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AmPM Offline
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« Reply #161 on: November 26, 2010, 06:26:55 pm »

That's basically it Unk; Blitz wants to do everything but none of it terribly well, where in reality people play doctrines to specialize in something.
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bbsmith Offline
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« Reply #162 on: November 26, 2010, 06:29:48 pm »

How is that any different than just picking those 2 t3s?
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Unkn0wn Offline
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« Reply #163 on: November 26, 2010, 06:34:40 pm »

You wouldn't have to take a weaker combo to specialise I suppose.
(Since HEAT rounds T4 would be considerably stronger)
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AmPM Offline
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« Reply #164 on: November 26, 2010, 07:06:08 pm »

Because those 2 t3's are about equal to 1 t4, not a t4 + a t3 supporting it.

Most doctrines the majority of the tree supports the T4; Blitz got fucked in this.

Each tree tries to do everything, and does it poorly.
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Artekas Offline
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« Reply #165 on: November 26, 2010, 07:16:20 pm »

You can have:

Three t1s, two t2s, one t3, and one t4
or
Three t1s, two t2s, two t3s

Do you really think going for two t3s is a viable choice? The only difference in amount and tier of abilities is that with the first option you get a t4 instead of a t3. Going for two t3s is silly, unless you're going for some sort of gimmicky thing like 80% move and shoot with tanks repairing in armour. Even then, that's obviously just a gimmick and you'd be better off with super awesome HVAP instead of 80% move while repairing.
« Last Edit: November 26, 2010, 07:19:13 pm by Artekas » Logged
Killer344 Offline
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« Reply #166 on: November 26, 2010, 07:24:48 pm »

One of the aims of the rework was making 2xT3s a viable choice.
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Artekas Offline
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« Reply #167 on: November 26, 2010, 07:26:06 pm »

In order for 2x T3s to ever be a viable choice a t3 must equal a t4, and at the same time the t3s must all be able to synergize at least as well as a t3 + t4 do. Otherwise you'll be better off picking the t4 because it gives more buffs and works better with the t3.
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Killer344 Offline
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« Reply #168 on: November 26, 2010, 07:30:21 pm »

Not really, a stacked buff of the same type can be better; like the "80% move while repairing" stuff, light vehicles are going to wtfrape with it, it will problably need to be nerfed.
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Smokaz Offline
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« Reply #169 on: November 26, 2010, 07:32:23 pm »

Depends entirely on you dude. I'm running a double T3, I can't say I find it weaker than a T4.

The only "downside" as I see it is the annoyance of the 1 doctrine point you can't effectively "spend"
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AmPM Offline
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« Reply #170 on: November 26, 2010, 07:33:02 pm »

One of the aims of the rework was making 2xT3s a viable choice.

The problem, as Artekas said, is that for that to work, a t3 and a t4 need to be the same level of improvement.

Since if you go for a t4 you get a t3 anyway, and in most doctrines you will end up with 3 t1, 2 t2, 1 t3, 1 t4 all of which give a good and useful bonus to your specialization.

Blitz doesn't do this, on top of that the only viable armor build is 2 t3, which is inherently weaker than a t3 + t4.


Smokaz, that would have a point if the Luft t3's were not as powerful as its t4's.
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Artekas Offline
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« Reply #171 on: November 26, 2010, 07:34:24 pm »

Repairing in the middle of combat will at the most grant you the ability to take one extra hit because of the repair speed. If you kick on repairs and start retreating it's very likely it won't even give you enough health back to make a difference in the amount of hits by the time you've died or left their range.

So while the armour t3s have a nice synergy and make repairing simply reduce effectiveness by 20%, I don't think it's anything more than a gimmick and not a viable tactic because slowly repairing in combat while fighting at 80% efficiency is not that impressive. Having a huge bonus to damage output is better than that gimmick.
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Illegal_Carrot Offline
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« Reply #172 on: November 27, 2010, 07:50:55 am »

Moving (and operating) + repairing is always a really shitty thing, and doesn't fit in well in EiR's environment. It's basically a get out of jail free card for all armor, meaning that unless you totally wipe out a vehicle in your first volley, it's almost guaranteed to get away to repair. Couple that with Allied War Machine, and you've got a seemingly unkillable, unending army of Allied armor.

80% movement + repair is far too much, I think. It's not going to help an M8 survive a head-on fight with a PaK, but it does virtually negate lesser forms of AT (Schrecks, Fausts, AT Nades, etc).
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Artekas Offline
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« Reply #173 on: November 27, 2010, 08:04:57 am »

I don't think so Illegal, in the time it takes for basically any weapon to reload except MAYBE shreks at long range (12 seconds), you won't gain enough HP back to take an extra hit. And you're moving at 80% speed, so it'll take longer to get out of range. I would hardly call it a get out of jail free card, because if your M10 is limping away one hit away from death it's still going to die in one hit barring some rare circumstances where for example a 120 damage shot would reduce it to 110 hp or something. And that's fine for a t3, I think.
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Unkn0wn Offline
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« Reply #174 on: November 27, 2010, 08:11:50 am »

Quote
Blitz doesn't do this, on top of that the only viable armor build is 2 t3, which is inherently weaker than a t3 + t4.
We'll be looking at making this a more viable armour build.
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Aggamemnon Offline
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« Reply #175 on: November 27, 2010, 08:45:26 am »

Awesome news guys.
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8thRifleRegiment Offline
EIR Veteran
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« Reply #176 on: December 01, 2010, 02:53:08 pm »

the removal of supression on the flame assault was not necessary. it should be supression, not a pinning effect, but slight supression, becuase without supression it becomes almost useless.
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Twitchy Offline
EIR Regular
Posts: 4


« Reply #177 on: December 01, 2010, 04:12:06 pm »

Couldn't find where to put this, but I'll go ahead and put it here just in case.

Scorched Earth's Flammen-Assault Grenadiers are NOT given their Incendiary Grenades if you buy them in the launcher.

I've done several matches with them enabled to test, and I've come to the conclusion that they don't work.

So until you fix them, Guess I'd better spend all that Muni on something else, :3
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bbsmith Offline
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Posts: 2778


« Reply #178 on: December 01, 2010, 04:13:35 pm »

Oh they aren't supposed to have upgrades at all.
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