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Author Topic: comments on terror  (Read 15490 times)
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #40 on: October 17, 2011, 11:49:18 am »

Terror has infantry buffs in T1, T2, T3 and T4. Along with pervitin pills, sprint on sniper and the fact that OAK KCH, the unit that needed it the least got lowered by more muni than most other units.


Actually, they got lowered by 20 munitions just like nearly every other unit. It was a 10-30 muni spread between all the upgrades based upon power.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #41 on: October 17, 2011, 12:07:13 pm »

-Armor Assault Engies: (80mu -> 70mu) - 10 MUNI
-FG42: (120mu -> 105mu) - 15 MUNI
-Ranger zooks: (80mu -> 70mu) - 10 MUNI
-x4 Thompsons: (145mu -> 130mu) - 15 MUNI
-Recoilless Rifles: (180mu -> 165mu) - 15 MUNI
-Boyz AT rifles: (90mu -> 75mu) - 15 MUNI
-x1 Bazooka: (55mu -> 50mu) - 5 MUNI
-Oakleaves KCH: (140mu -> 120mu) - 20 MUNI


« Last Edit: October 17, 2011, 12:13:19 pm by PonySlaystation » Logged

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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #42 on: October 17, 2011, 12:09:18 pm »

And quite a few axis units got lowered by 30muni, because they are more powerful and generally overpriced as opposed to their Allied counterparts (that didnt need to be lowered that much cause their prices were already balanced)
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #43 on: October 17, 2011, 12:12:09 pm »

And quite a few axis units got lowered by 30muni, because they are more powerful and generally overpriced as opposed to their Allied counterparts (that didnt need to be lowered that much cause their prices were already balanced)

What the hell are you talking about? No allied units got lowered by 30. OAK KCH was probably the only unit that was actually costworthy BEFORE the lowered price. It could round up 10 kills easily. The regular KCH needed it but not the OAK. Rangers and Airborne needed the cost decrease more than any other unit in the game, they were insanely overpriced, yet they got the last straw.

Actually, they got lowered by 20 munitions just like nearly every other unit. It was a 10-30 muni spread between all the upgrades based upon power.

Yes, nearly every axis unit.
« Last Edit: October 17, 2011, 12:18:25 pm by PonySlaystation » Logged
smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #44 on: October 17, 2011, 12:20:26 pm »

3man kch are 90mun,what is 30mun per man,logical is that fourth man cost same, ie. 120mun for 4man,right?
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #45 on: October 17, 2011, 12:27:36 pm »

3man kch are 90mun,what is 30mun per man,logical is that fourth man cost same, ie. 120mun for 4man,right?

No, that's terrible logic. OAK KCH are almost twice as good as the regular ones. The extra man makes a huge difference.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #46 on: October 17, 2011, 12:29:35 pm »

they cant be almost 200% better,they can only be 33% better.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #47 on: October 17, 2011, 12:31:23 pm »

they cant be almost 200% better,they can only be 33% better.

No, you forget about the pop values, pool values, manpower costs, terror zeal, survivability and also the fact that more men means Assault is more effective.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #48 on: October 17, 2011, 12:32:49 pm »

We just added an extra man to the 3man kch squad. That's the only difference between the two.

Also, these are just prelim numbers. You wouldnt be throwing a tantrum if the WC pool was working and I could properly restrict the unit.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #49 on: October 17, 2011, 01:14:39 pm »

wanna use assault more effective,just use volks  Roll Eyes you can get 3x assault on volks for the price of 4mankch+assault...
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StrangePants Offline
EIR Regular
Posts: 25


« Reply #50 on: October 17, 2011, 01:16:20 pm »

thought. does the tier 2 ability giving one enemy player +45 seconds to their initial call in for ME working right now? I feel like it isn't.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #51 on: October 17, 2011, 01:21:20 pm »

no timer related abilities are working
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StrangePants Offline
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Posts: 25


« Reply #52 on: October 17, 2011, 01:25:30 pm »

no timer related abilities are working

cool story bro
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RikiRude Offline
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« Reply #53 on: October 17, 2011, 01:57:09 pm »

they cant be almost 200% better,they can only be 33% better.

i have to agree, oaks are about 50% better maybe more than kch, that extra man makes a HUGE difference.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #54 on: October 17, 2011, 02:08:30 pm »

Peoples.


Oak leaves KCH is ALOT more than 33% better. WHY?

1. 33% more firepower for only 20% more pop
2. Assault is 33% better for the same price
3. Medkits are 33% more effective for the same price
4. Panzerfaust is on a more survivabile unit

You all suck. No way should oak leaves have the same price per man as 3 man kch.
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« Reply #55 on: October 19, 2011, 02:32:46 pm »

Comments on Terror:

tested a game today

on the one side:

mp40 volks with medkits pills and steady aim

on the other side vanilla rifles


http://www.xfire.com/video/4f1f6d/

kthx bye
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #56 on: October 19, 2011, 02:35:17 pm »

this sucks balls
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Mister Schmidt Offline
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« Reply #57 on: October 19, 2011, 02:51:29 pm »

Comments on Terror:

tested a game today

on the one side:

mp40 volks with medkits pills and steady aim

on the other side vanilla rifles


http://www.xfire.com/video/4f1f6d/

kthx bye

Why did you have steady aim on at close range?
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brn4meplz Offline
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« Reply #58 on: October 19, 2011, 02:53:21 pm »

Your MP40's would have won that fight but you had them moving around and turning the entire time, their damage was intermittent at best and spread over several targets. Next time just stand still.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #59 on: October 19, 2011, 02:56:16 pm »

Not to mention half the time the MP40s wern't even firing, not because they were on cooldown/reload, but because you kept moving them around making the AI attempt to get a new target, only to be turned around again.

You must be joking with that video.
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