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Author Topic: Any doubts about luft?  (Read 15004 times)
0 Members and 3 Guests are viewing this topic.
Smokaz Offline
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Posts: 11418



« on: December 04, 2010, 01:45:49 pm »

Now you've seen my stuff probably, I've been doing okay (15-1) with my luft build which is dual T3.

Here's another game where Luft "performs".

If you havent seen those buffed medikits before, prepare to have your tongue lolling out of your head and your eyes squinting to both sides.

Note: I'm not saying these are a bit too good, but they certainly feel better than the terror medikits ever were. (they probably are too good Tongue)

It's me and Evil vs Smurf and Katusha, who are playing PE both. Watch the FSJ with medikits.

http://www.filefront.com/17603777/luftmedikits.rar

Doctrine choices are top T3 and bottom T3 for luft



« Last Edit: December 04, 2010, 02:04:15 pm by Smokaz » Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Artekas Offline
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Posts: 784


« Reply #1 on: December 04, 2010, 01:53:29 pm »

I only saw Luft medkits in action once before, it looked like they made the squad completely invincible to small arms fire. Is this an accurate observation?

(Haven't watched replay yet)
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Smokaz Offline
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« Reply #2 on: December 04, 2010, 01:54:03 pm »

pretty much
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smurfORnot Offline
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« Reply #3 on: December 04, 2010, 02:01:43 pm »

well,I did expect us to loose bad,rly bad...and when I saw how it started,I didn't even wanna bring my vet 3 falls in at all  Roll Eyes
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Katusha Offline
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Posts: 989



« Reply #4 on: December 04, 2010, 02:03:42 pm »

I don't know if i played well, or if the medkits are so good that even i can win
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ImmanioEiR Offline
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« Reply #5 on: December 04, 2010, 02:41:23 pm »

Just played a game against FJs... and yep, a vet 3 FG42 squad was basically invincible (not that the vet 2 could be killed either). Took 50% damage from a sherman shell, it certainly took less than 10 seconds for them to be back at full health. While running at full speed and firing.

Also, what's the cooldown on the "Covering fire" suppression?
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nugnugx Offline
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« Reply #6 on: December 04, 2010, 02:44:26 pm »

I love how allied players call nerf for axis units while a slight buff for axis is bombarded minutes later.

10 seconds - big deal.

tommies in pop smoke do not die after 1 minute.
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smurfORnot Offline
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Posts: 4715



« Reply #7 on: December 04, 2010, 02:47:08 pm »

running at full speed is T3 unlock...
and they are rly 'crappy' while moving and shooting,they dont do much...but when they stand still,they are much better...rangers and mandos do own them still,if I charge them,but if they charge me,I have chance...tanks crush them same way,arty kills them also etc.
now I wait till someone also calls fg42 supression to be nerfed,since only bars should supress,and that is also T3 unlock...
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Artekas Offline
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« Reply #8 on: December 04, 2010, 02:47:33 pm »

Tommies with smoke cost 75 munitions for one squad with improved weapons as opposed to 50 for 6 medkits, can't return fire with 3/5 of their weapons, and can't really move. It's not comparable.

Also, they won't live for over a minute (while doing zero damage) if you use actual anti-infantry weaponry or better yet, weapons that aren't affected by smoke, instead of 4 anti-LV LVs and one anti-infantry LV.
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nugnugx Offline
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« Reply #9 on: December 04, 2010, 02:55:47 pm »

^  2 t3's to buff 1 unit in 1 doctrnine,  i would expect it to do above-good.

Now show me what you need to take for smoke riflenades.
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TheWindCriesMary Offline
The Ethics Police
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Posts: 2630


« Reply #10 on: December 04, 2010, 02:56:50 pm »

 Terminator medkits need to go.

 Vet 3 falschims can pop those absurd medkits and become living super zombies.

 -Wind
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Vermillion Hawk: Do you ever make a post that doesnt make you come across as an extreme douchebag?

Just sayin'
Artekas Offline
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« Reply #11 on: December 04, 2010, 02:57:19 pm »

One t3 unlock, actually. I also never suggested nerfing the medkits, I simply said that they were not AT ALL comparable with riflenade smoke and trying to use that as the basis for your argument is bound to fail.

That said, it probably is worth nerfing them a bit if they're as potent as they seem. An FSJ squad in cover or a building that uses one will not suffer any permanent damage except from a sniper given their heal rate. An ability for 8 munitions should not make you completely invincible for a period of time, even as a t3 unlock.
« Last Edit: December 04, 2010, 03:00:19 pm by Artekas » Logged
Spartan_Marine88 Offline
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« Reply #12 on: December 04, 2010, 02:59:10 pm »

^  2 t3's to buff 1 unit in 1 doctrnine,  i would expect it to do above-good.

Now show me what you need to take for smoke riflenades.

oh ffs, take away the smoke

Doesn't matter ill just blob behind a building and get 2 minutes of no damage and still rape your shit.

whine whine whine whine.

maybe you should start ambushing with your luft like your supposed to and wipe me before i can pop smoke

/end of non-issue
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Yes that's me, the special snowflake.
nugnugx Offline
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« Reply #13 on: December 04, 2010, 02:59:56 pm »

One t3 unlock, actually. I also never suggested nerfing the medkits, I simply said that they were not AT ALL comparable with riflenade smoke and trying to use that as the basis for your argument is bound to fail.

smokaz said he has 2 t3 buffing fsjg.


Yes they are not comparable , because comparing 1 doctrine unit that takes your whole doctrine to be effective vs all 3 doctrine unit that requires nothing is a joke.

You said it , argument is fail.
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Smokaz Offline
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« Reply #14 on: December 04, 2010, 03:02:13 pm »

Whats your problem nug, what are you trying to say.

Quote
I love how allied players call nerf for axis units while a slight buff for axis is bombarded minutes later.

This is 99% trolling and instigates nothing but pointless conflict. Its not even the funny or harmless type of trolling, its the type that turns a good discussion into a pile of feces.
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TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #15 on: December 04, 2010, 03:04:39 pm »

 Both of your arguments are fail, because tommies are completely irellevant to a discussion about FJ medkits.

 Whether one or the other is too powerful and nonsensical is irrelevant to the other - good balance is not achieved by arguing "this is ok because that other thing is broken".

 Whether I am playing my axis TH or my allied armies, anyone with a brain can tell that no unit of mortal men should be able to pop a medkit that makes them practically unkillable by reasonable means.

 Let them run at full speed, but don't let them outheal crazy amounts of damage as if they are terminators.

 -Wind
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deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #16 on: December 04, 2010, 03:05:09 pm »

thread de-rail in 3........ 2........ 1 ...........

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DERDBERT
Like Jesus, Keeps died for us

He made a funny thread for bear, and got banned.

Now bear makes his own funny thread. It's unsurprisingly not funny.

Keeps died for our funny threads.
RoyalHants Offline
EIR Veteran
Posts: 2109



« Reply #17 on: December 04, 2010, 03:05:23 pm »

i rarely used rifle smoke b4 i heard about this i still dont use em cos imo the way i use inf differs from the way rifle smoke was designed for is Mg42s which due to the movement enhibitor (i cant spell) was a way to balance out running at an mg /end

Yeah medkits are painfull imo they need to be more like wher medkits but slightly faster
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Yeah calbanes, I mean - some people like smokaz are still yet to win a single game, even though they've been around here for years.

nugnugx Offline
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« Reply #18 on: December 04, 2010, 03:06:36 pm »

Whats your problem nug, what are you trying to say.


nothing , if you say they are too good then they probably are.

just watch them getting nerfed to useless next patch to get them semi-decent next patch while allies get 2 25 pdr buffs in both patches.

allies and axis do not get the same ammount of loving.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #19 on: December 04, 2010, 03:07:29 pm »

all u need is something like quad or mg,if u pin them,I cant escape with magic fire up and I am stuck,run them over with tank,arty them,kill em with sniper,send rangers,mandos etc...they are not invinciable...
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