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Balance changes
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Topic: Balance changes (Read 30502 times)
0 Members and 4 Guests are viewing this topic.
nugnugx
Donator
Posts: 4051
Re: Balance changes
«
Reply #80 on:
November 29, 2010, 12:16:29 pm »
Quote from: Mgallun74 on November 29, 2010, 12:14:06 pm
again, i played limited PE,
limited , that is ? 5 games? and you quitted playing PE why, if you hadn't had any issues at all and everything was pwning so much ?
Logged
Mgallun74
EIR Veteran
Posts: 1478
Re: Balance changes
«
Reply #81 on:
November 29, 2010, 12:20:30 pm »
Quote from: nugnugx on November 29, 2010, 12:16:29 pm
limited , that is ? 5 games? and you quitted playing PE why, if you hadn't had any issues at all and everything was pwning so much ?
i play allied mainly, i create my axis accounts to get a feel of some german units, test them to see what i can do better on allied to counter them.. or, to just fill up a game.
they dont need a MBT type tank, they are fine... others in this game do just fine without that stuff, i guess if you attempting to play PE like wher you will fail thou...
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CrazyWR
EIR Veteran
Posts: 3616
Re: Balance changes
«
Reply #82 on:
November 29, 2010, 12:23:32 pm »
Nug, you realize Shock and I like PE over any other faction right? we're not allied fanboys. Treadbreaker isn't fail, it does the job fine, if you don't support your AT, its your own fault for being noob, not the UPness of the unit.
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Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
RCA-land where shells fall like raindrops and the Captain is an invincible god
nugnugx
Donator
Posts: 4051
Re: Balance changes
«
Reply #83 on:
November 29, 2010, 12:25:42 pm »
Quote
i play allied mainly, i create my axis accounts to get a feel of some german units, test them to see what i can do better on allied to counter them.. or, to just fill up a game.
they dont need a MBT type tank, they are fine... others in this game do just fine without that stuff, i guess if you attempting to play PE like wher you will fail thou...
If you play allied mainly and played a few axis games only to try some units how do you know that PE does not need MBT ?
And how can you explain that 90% of constant PE players say that MBT is needed ?
Logged
CrazyWR
EIR Veteran
Posts: 3616
Re: Balance changes
«
Reply #84 on:
November 29, 2010, 12:26:46 pm »
90% of PE players fail. Its the same in OMG.
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nugnugx
Donator
Posts: 4051
Re: Balance changes
«
Reply #85 on:
November 29, 2010, 12:28:00 pm »
Quote from: CrazyWR on November 29, 2010, 12:23:32 pm
Nug, you realize Shock and I like PE over any other faction right?
You love so much PE but you play wehr ? interesting
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Speigass
banzai
EIR Veteran
Posts: 114
Re: Balance changes
«
Reply #86 on:
November 29, 2010, 12:35:29 pm »
Could someone explain me why should i choose 6 pop marder instead of 4 pop 50mm htrack? Either one is overpriced, either another underpriced (both resources and pop wise).
And btw 3pop inf-track + 4 pop tankbuster squad -> amazing light vechicle with powerfull antinfantry and antitank power. None can beat it popwise and almost noe recourse wise. Try to compare with brencarrier with piat squad... No wonder u dont see later ones which tells us that there is something wrong either with brit clowncar or PE clowncar.
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smurfORnot
EIR Veteran
Posts: 4715
Re: Balance changes
«
Reply #87 on:
November 29, 2010, 12:42:00 pm »
marader is faster,has lock down,doesnt cost munition,which is important if u play luft,since u want most of your munition for falls...and I think that marader moves less stupid...I only use maraders for my at +1 50mm...works just fine...
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nugnugx
Donator
Posts: 4051
Re: Balance changes
«
Reply #88 on:
November 29, 2010, 12:49:52 pm »
Quote from: Speigass on November 29, 2010, 12:35:29 pm
Could someone explain me why should i choose 6 pop marder instead of 4 pop 50mm htrack?
what smurf said and marder has more dmg and penetration , + 5 sight , weapon reload 0.75 in lockdown
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MultiDoc
EIR Veteran
Posts: 225
Re: Balance changes
«
Reply #89 on:
November 29, 2010, 12:56:50 pm »
If i may suggest something without being attacked upon.
Any real reason for the treadbreaker ability not to be permanent ? but instead having to have such possibilities of how it will work depending on the hp of the "victim", on the side it was dealt, etc ?
And whoever says focus fire on the laht is great, either is a god of EiR, or playing against much lesser opponents, or i dont know what. And by the way, when i was using the LAHT, it did indeed got up to vet1 in 1 game, almost always, but certainly never survived either.
Edit: as far as the medium tank for PE is concerned, i don't really have a valid point to make for the time being, but certainly the PE AT abilities need to be looked upon in some way i think.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Balance changes
«
Reply #90 on:
November 29, 2010, 12:58:28 pm »
Quote from: MultiDoc on November 29, 2010, 12:56:50 pm
Any real reason for the treadbreaker ability not to be permanent ? but instead having to have such possibilities of how it will work depending on the hp of the "victim", on the side it was dealt, etc ?
This is exactly how Treadbreaker functions right now, except everyone seems to blow their shot on full health tanks, which yeilds the "tread damaged" critical.
Shoot the ability off at a tank in yellow HP and you have a higher chance of destroying the engine.
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Balance changes
«
Reply #91 on:
November 29, 2010, 01:03:26 pm »
Quote from: Speigass on November 29, 2010, 12:35:29 pm
Could someone explain me why should i choose 6 pop marder instead of 4 pop 50mm htrack?
Marder Lock down stats are as Follows
Sight +30%
Reload 0.75
Penetration 1.35
Damage 1.1
Received Accuracy 0.65
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He thinks Tactics is a breath mint
Quote from: Unkn0wn on July 31, 2012, 03:50:15 am
Wow I think that was the nicest thing brn ever posted!
Quote from: Bear on June 19, 2013, 01:24:59 pm
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nugnugx
Donator
Posts: 4051
Re: Balance changes
«
Reply #92 on:
November 29, 2010, 01:04:19 pm »
Quote from: Groundfire on November 29, 2010, 12:58:28 pm
Shoot the ability off at a tank in yellow HP and you have a higher chance of destroying the engine.
*hint *hint
allies don't have such problems with sticky/button
Logged
brn4meplz
Misinformation Officer
Posts: 6952
Re: Balance changes
«
Reply #93 on:
November 29, 2010, 01:07:36 pm »
Sticky and Button also don't reach out to 42 range
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nugnugx
Donator
Posts: 4051
Re: Balance changes
«
Reply #94 on:
November 29, 2010, 01:08:51 pm »
ok
lower range so you have to move close like sticky or closer.
When is the last time anyone seen treadbreaker in-game ? Or constantly in a series of games?.
«
Last Edit: November 29, 2010, 01:12:12 pm by nugnugx
»
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: Balance changes
«
Reply #95 on:
November 29, 2010, 01:19:55 pm »
Crazy, don't glorify me currently on my use of 50mm hotches. My right hand is fairly incapacitated at the moment due to an incident involving boiling water, so my micro is going to remain fairly shit for a week or two : so I couldn't back up your claims if push came to shove.
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AmPM
Community Mapper
Posts: 7978
Re: Balance changes
«
Reply #96 on:
November 29, 2010, 01:22:04 pm »
Sticky and button both come on a unit that is useful by itself as well, where the LATHT just sucks vs everything, including light vehicles.
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Unkn0wn
No longer retired
Posts: 18379
Re: Balance changes
«
Reply #97 on:
November 29, 2010, 07:01:39 pm »
Quote from: Speigass on November 29, 2010, 12:35:29 pm
Could someone explain me why should i choose 6 pop marder instead of 4 pop 50mm htrack? Either one is overpriced, either another underpriced (both resources and pop wise).
The biggest argument really is that Marders will drain your F where as 50mm HTs will primarily drain your Mun.
That and marder lockdown bonuses being quite significant. Depends on your playstyle/preferences.
Quote
Treadbreaker is 95munitions and only temporary.
75 Mun btw, you must have missed the ninja buff.
«
Last Edit: November 29, 2010, 07:05:01 pm by Unkn0wn
»
Logged
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Balance changes
«
Reply #98 on:
November 29, 2010, 07:12:55 pm »
if the tread breaker expires before you kill the tank, then you weren't doing it right. Just like the at grenades 'temp' damage. they time it cripples the tank is more then enough to kill it. The reasons stickies are permanent is the fact that axis have certain tanks that with proper support are next to impossible to kill, that way we force an early repair.
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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
Artekas
Donator
Posts: 784
Re: Balance changes
«
Reply #99 on:
November 29, 2010, 08:07:01 pm »
You mean just like Allies have certain tanks that are next to impossible for PE to kill when well supported? Trying to take down a Pershing or Crocodile with something that has 25% penetration rate and .35 deflection multiplier is a nightmare. And that's the best you have, unless you spend 500+ fuel on a single tank.
Also, I brought this up in the changelog thread when it was made but nobody responded to the direct argument, just skirted along arguing other things. Why was 50mm Hotchkiss nerfed to match Tetrach levels of penetration, when it costs more, is slower, and doesn't come in a glider? If it really needed nerfs then nerf it in a way that makes sense, not just match it with a Tetrach which is better than it in other ways.
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