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Author Topic: Luft: Scout Training  (Read 19558 times)
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #40 on: December 07, 2010, 06:16:59 pm »

Wait, so Spartan, your goal with FJ is to decrew a howi, then get maybe 1 barrage off, have your men killed by an M8/M3, have the enemy recrew said howi, and then fire their free barrage?

The only time its good to attack a Howi is if its a high vet crew, or you can destroy the gun.

AB have Fireup, it makes all the difference.

Yea, cuz that m8/m3 really fucks up my guys with at rifles these days
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AmPM Offline
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« Reply #41 on: December 07, 2010, 06:22:30 pm »

If you drop in 500mp, 180mu to kill a Howi, you are losing either way =)
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #42 on: December 07, 2010, 06:25:59 pm »

If you drop in 500mp, 180mu to kill a Howi, you are losing either way =)

Nope

not if you don't wait there after killing the howie, walk away cloak and wait for them to come searching.

While you know they are, push with your allies
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AmPM Offline
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« Reply #43 on: December 07, 2010, 06:38:40 pm »

Nope

not if you don't wait there after killing the howie, walk away cloak and wait for them to come searching.

While you know they are, push with your allies

Or play a good doctrine, drop offmaps on it, and attack with your allies =)
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Spartan_Marine88 Offline
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Posts: 4838



« Reply #44 on: December 07, 2010, 06:50:41 pm »

Or play a good doctrine, drop offmaps on it, and attack with your allies =)

Luft is the best doctrine.
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Illegal_Carrot Offline
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Posts: 1068


« Reply #45 on: December 08, 2010, 12:29:32 am »

You seem to be under the impression that FJs are Airbonre of Commandos; they're not. FJs aren't versatile enough to reliably engage forces behind enemy lines, and lack the get out of jail free card that other elite infantry have.
FJs cannot reliably engage the enemy far from Axis lines, which is why paradropping is pretty much worthless on them: they must remain close to Marders/50mms in case they are engaged by armor, must remain close to mortars which could smoke/cover them if they start to get overwhelmed, must remain close to scouts to see what's ahead (as a single MG burst could spell doom for an entire FJ squad), etc.

Luft is the best doctrine.
Straight up lol.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #46 on: December 08, 2010, 12:54:14 am »

jep,paradrop is worthless,I would rather pay less for them and not to be able to,since I havent used it single time,almost have to paradrop at spawn to pick those shitty medikits...

Quote
Nope

not if you don't wait there after killing the howie, walk away cloak and wait for them to come searching.

While you know they are, push with your allies


paradroping them behind enemy lines,is just asking to be killed very fast...
except when you have at rifles,2 rifle squad,and they dont even need to have bars are enough to kill u,and if they have bars,then you are 200% dead...so yea,you can push,but wont have any advantage,or you expect him to send 50% of his force to come search for u....
and even at rifles are nice,they are worth shit most of the time,because if he doesnt have that m3 or/m8 you have 5pop that cant do shit to almost anything else....



luft 'was best' when they had they terminator medikits,now they are just average...
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Smokaz Offline
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Posts: 11418



« Reply #47 on: December 08, 2010, 02:41:18 am »

Well they are closer than ever to having reliable AT. Then again people KNOW how to counter 'tard-drops'. It's something people realize have huge weaknesses, first of all getting gangbanged and the relative vulnerability a pure RR army has against stuff like pumas. Plus its the everpresent risk of getting mangled as you drop by some AA weapon.

The weakness to getting raped by "paradrop" flank isn't favoring AB over Luft that much. That said its all about the upgrades. If you had a satchel like weapon or the Top T4  was working could drop some shreks behind the lines to kill a arty piece.
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LeoPhone Offline
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« Reply #48 on: December 08, 2010, 03:25:21 am »

dont fjs have their anti building incendiary grenades? drop one squad on a howy, throw the nade and then retreat. totally worth it recourse wise.
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smurfORnot Offline
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Posts: 4715



« Reply #49 on: December 08, 2010, 03:29:55 am »

will it kill howie?
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LeoPhone Offline
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« Reply #50 on: December 08, 2010, 03:34:40 am »

not  sure actually, ill test. if it doesnt do enough dmg maybe it will together with a panzerfaust.
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smurfORnot Offline
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Posts: 4715



« Reply #51 on: December 08, 2010, 03:37:22 am »

problem is if there is triage by the howie,which there is in quite bit of cases...
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LeoPhone Offline
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« Reply #52 on: December 08, 2010, 03:43:57 am »

then throw it on the triage when u find out, still a good trade Tongue

so... how good is fsj at destroying a howy?

well, since eirr buffed the dmg of the panzerfaust you have a 0.16% chanse two panzerfausts will destroy the howy. in all other cases it will be left with between 1 and 50 hp.

dmg of incendiary grenade is kinda random, i'd say it does about the same dmg as the panzerfaust.

there is a t4 that allows 1 fallschirmjager to shoot 2 fausts rly fast after eachother, but there is also a t1 that will give your fsj AT rifles for 90 mu. now those things will rape a 105.
« Last Edit: December 08, 2010, 03:51:05 am by LeoPhone » Logged
smurfORnot Offline
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Posts: 4715



« Reply #53 on: December 08, 2010, 03:44:29 am »

will it kill triage? :p
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LeoPhone Offline
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« Reply #54 on: December 08, 2010, 03:55:55 am »

will it kill triage? :p


meh, the longer i look at the stats of this thing the sadder my face becomes. what is the point of this thing if it wont do any good dmg vs team weapons or even triages/mg bunkers?

it seems the only good thing this nade can do is remove crew of brit emplacement.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #55 on: December 08, 2010, 04:22:55 am »

as I said,falls could rly use some new nade,that will be used and useful,and wont there just be as a decoration...

even some nade as 'flashbang' that doesnt necesary dmg enemy troops,but stuns/pinns them would be nice...or just a regular nade...
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Illegal_Carrot Offline
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Posts: 1068


« Reply #56 on: December 08, 2010, 04:27:31 am »

The Incendiary Device is actually very effective against Triages and CCSs, usually one will do the trick. The problem is any infantry at the Triage will easily gun you down before you get close, and you have to get real close.

Damage vs the Howi seems decent, but IDK if it'll actually kill it outright; every time I've thrown one it always misses and flies right past, causing no damage. Bad luck, I guess, but shows how unreliable it can be.

Against emplacements, it actually does next to nothing. I tossed one on a 25 lbr, then retreated. Later in the game, that same exact 25 lbr was still there with about 80% health.
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11on2d6 Offline
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Posts: 193


« Reply #57 on: December 08, 2010, 07:41:47 am »

it didnt used to kill the howie, I tried that trick last war.
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LeoPhone Offline
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« Reply #58 on: December 08, 2010, 08:26:40 am »


Against emplacements, it actually does next to nothing. I tossed one on a 25 lbr, then retreated. Later in the game, that same exact 25 lbr was still there with about 80% health.

what probably happened was that the crew died  or retreated and then the health got back once it was remanned.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #59 on: December 08, 2010, 11:27:23 am »

problem is if there is triage by the howie,which there is in quite bit of cases...

Hmm, you must be stomping newbs. As no one with any intellegence will put a triage by a howie, it just guarentees you lose more then just the howie to a v1 or hummel incendiary.
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