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Author Topic: Luft 88  (Read 14845 times)
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smurfORnot Offline
EIR Veteran
Posts: 4715



« on: November 29, 2010, 02:33:56 pm »

Anyone uses it? same goes for falls tankbusters...

I am yet to see one in game...
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #1 on: November 29, 2010, 02:58:35 pm »

Use both, enjoy them

might wanna get less than 5 though

cough
« Last Edit: November 29, 2010, 03:02:47 pm by Smokaz » Logged

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shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #2 on: November 29, 2010, 03:01:54 pm »

Same here. Although I will note you definitely need healing with the tbs.
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11on2d6 Offline
EIR Veteran
Posts: 193


« Reply #3 on: November 29, 2010, 03:03:24 pm »

so you need to get 2x t3's then? damnit I cant do that!
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #4 on: November 29, 2010, 03:04:15 pm »

Or a team mate with healing
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #5 on: November 29, 2010, 03:09:57 pm »

It's not worth it, the only one I have seen died really fast to some Boys AT rifles.

For tank, you are probably better off buying normal TBs and using extra Mu for fausts.
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #6 on: November 29, 2010, 03:12:24 pm »

2x Schreks with Ambush is pretty damn good. I'd take the squads if I was Luft
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frsd Offline
EIR Veteran
Posts: 109


« Reply #7 on: November 29, 2010, 03:13:10 pm »

With the current balance an 88 is unusable, it will get spammed by rifles and recrewed and used against you. The only situation where it is usable is when you already won the game and want a strong AT gun to protect yourself from m10 suicide rushes doing a vet hunt.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #8 on: November 29, 2010, 03:15:26 pm »

well,those luft health kits are doing wonders for my falls...so I consider them great investment,50mun for 12 health pack's...dunno why my allies never use them  Roll Eyes
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AmPM Offline
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Posts: 7978



« Reply #9 on: November 29, 2010, 03:16:03 pm »

Yea, because I totally want that many MU on a delicate squad that will just get a) infantry swarmed or b) arty'd to death....

As for using it vs tanks, better of again with 2 squads and the Marder you would have anyway. At least then the single tank can't push both squads around making them do the schrek dance.
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Smokaz Offline
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Posts: 11418



« Reply #10 on: November 29, 2010, 03:19:39 pm »

Well its 2 shreks in a inf ht at the very least, which is new for luft
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Smokaz Offline
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Posts: 11418



« Reply #11 on: November 29, 2010, 03:20:11 pm »

With the current balance an 88 is unusable, it will get spammed by rifles and recrewed and used against you. The only situation where it is usable is when you already won the game and want a strong AT gun to protect yourself from m10 suicide rushes doing a vet hunt.

if this isnt a advantage (shitloads of rifles coming to a obvious location) i dont know what is
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MultiDoc Offline
EIR Veteran
Posts: 225


« Reply #12 on: November 29, 2010, 03:36:32 pm »

I have used the Falls tnk buster squads (with double t3's too) quite a lot, and to a much lesser extend the flak.

Epilogue: I dumped more than 100pp's and changed completely my doctrine t's and switched back to normal tank buster squads.

A few days ago when i raised the question of the 250muni cost for the Falls tnk bstr squad, noone seemed willing to actually even consider it.

P.S: (offtopic a bit but on the same reasoning) will ever the wirbelwind get any decent buff from the doctrine unlocks ? preferably from the same tree ? Cause that +33% penetration is a joke... a bad joke...
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Illegal_Carrot Offline
Global Moderator
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Posts: 1068


« Reply #13 on: November 29, 2010, 04:18:20 pm »

Seeing as the 88 + Stuka is a T2 unlock for Defensive, it makes no sense that it's a T3 for Luft. Completely inappropriate. It might be worth it if FJs didn't get instantly owned by anything more than 3 inf squads at a time or a lucky tank shell, but as it is, Luft is too munitions-intensive to be sinking all that Mu into a single unit and away form the rest of your company, and FJs are too fragile to have all those Munitions invested into them.
And when you're dealing with something as pathetic as a Schreck at max range, the ambush bonuses mean almost nothing.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #14 on: November 29, 2010, 04:19:41 pm »

3 inf squads at once vs 1 AT squad? Derp. I hope they die to that lol.
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Illegal_Carrot Offline
Global Moderator
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Posts: 1068


« Reply #15 on: November 29, 2010, 04:30:53 pm »

3 inf squads at once vs 1 AT squad? Derp. I hope they die to that lol.
No, I mean FJs in general. They have no ability to take hits or fight any other unit 1v1. They get picked off easy, and lack armor or number of men to keep going, which is exactly what I'd want on a squad that I'm loading 250+Mu on.
Grens are tougher, cost less, and work better in conjunction with thier faction. Storms are even tougher than Grens, and have cloak to get into position/avoid bad situations. Both have non-doctrinal medkits to keep them alive.
FJs have none of this. They are weak, cost a ton of Mu, have no way of escaping bad situations, and cannot heal (unless you go dual T3 unlocks, which screws over the rest of your company). Dual Schreks in general in a bad idea on FJs, especially at such an insanely high price.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #16 on: November 29, 2010, 04:32:22 pm »

Get doctrine buffs for them. Their increased manpower cost is because 1) they paradrop 2) they cloak 3) they get ambush. Grens dont get that shit, they only get more health against flamers and grenades. Their selection of upgrades is quite baller too.

Effective health against bars and brens is comparable to grenadiers. While I hate soldier armor its no longer a forced situation because you can get AB armor and +15 health for them per man.
« Last Edit: November 29, 2010, 04:34:27 pm by Smokaz » Logged
Ezekiel Offline
EIR Regular
Posts: 14


« Reply #17 on: November 29, 2010, 05:05:29 pm »

Or just give support teams to Luft like they were gonna get  Wink
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Illegal_Carrot Offline
Global Moderator
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Posts: 1068


« Reply #18 on: November 29, 2010, 06:05:03 pm »

Get doctrine buffs for them. Their increased manpower cost is because 1) they paradrop 2) they cloak 3) they get ambush. Grens dont get that shit, they only get more health against flamers and grenades. Their selection of upgrades is quite baller too.

Effective health against bars and brens is comparable to grenadiers. While I hate soldier armor its no longer a forced situation because you can get AB armor and +15 health for them per man.
That T3 helps, but really does nothing to solve the problem. They're still a four-man squad, they still get owned by a single tank shell, they still get suppressed easily by BARs and vehicle MGs, and they still have no means of escaping a bad situation (which is odd because they're best used as a hit-and-run unit).
Couple that with the fact that vehicles are not affected by AB armor (which is what Tankbuster FJs will be fighting most often) and that even with +15HP they'll still get one-shot by everything, I'm not too impressed. Like I said, it's not a platform you can put 250+ Munitions on and expect to be satisfied with.

And if you want to get into doctrines, Defensive Grens own Luft FJs any day of the week.
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panzerman Offline
EIR Veteran
Posts: 689


« Reply #19 on: November 29, 2010, 09:24:55 pm »

if ur fsj are gettting raped by 3 rifle squads at least go the top tier tree and go medkits they almost out heal 2 squads of rilfes firing on them...(because of the 20% bonus heal/faster.) also makes them good for assaults.

i kinda wish that tb fsj were t2 so i could get them cause they would make an awesome addition to my company. can't really do it if u want g43 and riflenades on ur falls which went vetted up do good long range damage.

i do feel 88 is not being used for the simple fact that spamming is the way of EIRR...unless it got p4 accuracy vs inf don't see it making any headlines for awesome
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