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Author Topic: the epic fairness of weapon cache!  (Read 4788 times)
0 Members and 6 Guests are viewing this topic.
Smokaz Offline
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Posts: 11418



« on: December 25, 2011, 02:23:37 pm »

Quote

2 x NORMAL grens: (I asked krush about it)
- 0 cache
- 0 munitions
- 8 inf pool

1 x vet 1 Commando w/stens and a LT to buff them
- Red devils T4 ((+20% acc, -10% reload, -15% accuracy while moving, -15% reload)
- The LT buffs themselves
- 6 cache
- 12 infantry pool
- 165 munitions
- using smoke to approach

Now because doctrines are very DIFFERENT, pool costs and cache costs affects them very differently. Some doctrines - like upcoming carabines - top t4 luft - elite armor grens - the cache dont stop them from having a very nice army without paying anything for it at all. These type of grens will allow you to have shrek and mp44 stormtroopers up the ass if you want, in addition to the standard arsenal of tankts.

But if you are playing airborne lmgs or commandos, you get punished out the ass. But these troops just doesn't have the kind of presence on the field that merits them being limited at all. A no-tommies all commando army would not be overpowered at all because the unit is priced more or less correctly.

Pool and cache should be REMOVED. How am I supposed to use commandos as base buffed infantry to fight other base buffed infantry when mine are not only worse to begin with for price, but the cache/pool ends up punishing the rest of my company?

I guess you perhaps are planning another doctrine rework?  Roll Eyes
« Last Edit: December 25, 2011, 02:35:24 pm by Smokaz » Logged

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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #1 on: December 25, 2011, 02:36:29 pm »

Those were some oddly accuret vollys. Very wierd stuff.

But 1 issue was your AI kept rushing to cover, reducing the DPS they could have put out.

Even if they didn't rush to cover you still would have lost though.
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Smokaz Offline
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Posts: 11418



« Reply #2 on: December 25, 2011, 02:38:25 pm »

Notice the difference in investment here, but because commandos have smoke (like ab have fireup, nobody bothers to mention their high manpower cost supposedly making up for this  Roll Eyes Roll Eyes Roll Eyes Roll Eyes ) they are SUPER ELITE INF MUST STOP ELITE SPAM OF ANTI INF UPGRADES.

WHY do we need to limit spam if prices are the problem`?
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hans Offline
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Posts: 3497



« Reply #3 on: December 25, 2011, 03:01:16 pm »

2 x NORMAL grens: (I asked krush about it)
- 0 cache
- 0 munitions
- 8 inf pool

1 x vet 1 Commando w/stens and a LT to buff them
- Red devils T4 ((+20% acc, -10% reload, -15% accuracy while moving, -15% reload)
- The LT buffs themselves
- 6 cache
- 12 infantry pool
- 165 munitions
- using smoke to approach

WTF i have to fully agree with smokaz, WTF WTF
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BigDick
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« Reply #4 on: December 25, 2011, 03:01:42 pm »

i got some feeling ur a bit mentally deranged sometimes

on the one hand your moaning that vet costs to much and is to weak and meaningless but on the other hand you want to become doctrine choices expensive and meaningless

thats quite weird tbh

but i agree as far as weapon cache needs to go
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LeoPhone Offline
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Posts: 0


« Reply #5 on: December 25, 2011, 03:03:13 pm »

ur just fail smokaz.

I saw u failmicrotried to throw a grenade and that caused the commandos to just stop shooting at 50% into the battle.


weapons cache is also fail, but irrelevant to this.
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Smokaz Offline
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Posts: 11418



« Reply #6 on: December 25, 2011, 03:04:28 pm »

The commandos bugged out throwing grenade because they were dying too fast to get the throw off. Does that change how "even" this fight was? For investment and buffs?
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brn4meplz Offline
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Posts: 6952


« Reply #7 on: December 25, 2011, 03:11:56 pm »

Running across a negative cover road without using your Smoke ability is surely completely erroneous to this discussion.

That said, the Cache still needs work. On average your Commando's will out perform base infantry by a fair margin. However as you should know, Rifles lose to volks when they run across an open field. This is a similar circumstance. You run through their optimum range twice before closing into yours, which by then is too late.
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Smokaz Offline
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Posts: 11418



« Reply #8 on: December 25, 2011, 03:13:13 pm »

I WAS using my smoke ability. And the grens killing my commandos was happening at short range! Given my buffs I should have dominated them, but commandos were performing bad enough to make keeps and two ragequit high fiving each other while screaming at the same time.
« Last Edit: December 25, 2011, 03:15:11 pm by Smokaz » Logged
RikiRude Offline
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« Reply #9 on: December 25, 2011, 04:08:09 pm »

going across the road costed you a man, waiting so long to throw a nade lost you the squad. but wouldnt you expect a KCH to die attacking 2x rifle squads that are in green cover?

if anything this just shows how over priced stens are as well as thompsons.

either way, yes wc is fail, but this doesnt help prove it.
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Smokaz Offline
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Posts: 11418



« Reply #10 on: December 25, 2011, 04:10:05 pm »

This the most amount of buffs you can get on the commandos. A 4 man squad of kch with middle T4 vs 2 unupgraded rifles? Who do you think would win?
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RikiRude Offline
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« Reply #11 on: December 25, 2011, 04:18:25 pm »

oaksleaves, but im talking regular kch, its about the same cost difference and cache im quite sure.

but seriously, road plus trying to throw a nade really fucked you over.
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brn4meplz Offline
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« Reply #12 on: December 25, 2011, 04:37:44 pm »

You claim to have used Smoke. You popped smoke before they were even in range. You didn't save it for the road crossing or the final approach to the cover. Terrible smoke usage!
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Groundfire Offline
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Posts: 8511



« Reply #13 on: December 25, 2011, 04:42:18 pm »

Make that running across red cover road, plus fail grenade, plus fighting more base resources of enemy troops in green cover and you got a lose scenario for the mandos.

The stens are practically irrelevant to the occasion considering you got blown apart before you got into effective range.

Poor usage of troops somehow has something to do with cache, cool..
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Smokaz Offline
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Posts: 11418



« Reply #14 on: December 25, 2011, 04:44:01 pm »

I'll make sure to post the next video of 2 unbuffed rifles eating my kch :/
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tank130 Offline
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« Reply #15 on: December 25, 2011, 04:44:48 pm »

So the WC has caused Smokaz to fail at game play?

Wow, the WC really does need some work.......... Wink
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #16 on: December 25, 2011, 05:46:33 pm »

I think alot of you arnt paying attention.

When smokaz uses smoke, most of his units are past the red cover, matter of fact you can CLEARLY see the tracers all getting shot at one of the men NOT in red cover. They all hit and instakill him. The red cover is totally irrelevant in this discussion.

Also, the relevance of the grens being in green cover is also quite low. Matter of fact for roughly a third of the real engagement time the green cover was totaly irrelevant for the grens due to the stens shooting at the men outside of the cover. And past that moment many of the grens were still not being covered by the green cover.

But then again, the grens were infact very oddly accurate which didn't make much sense.
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brn4meplz Offline
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« Reply #17 on: December 25, 2011, 05:52:32 pm »

While Haystack cover is directional the fact that the Stens are firing through the cover zone(whether the grens are visually behind it or not) means it applies.

Oddly accurate is a subjective term. we're all aware that CoH is chance based. Those Grens could just have easily missed the majority of their shots but instead they hit. The fact that SMokaz left smoke in their medium range certainly played a part in dying. He took an entire volley to the face at a high accuracy chance. Add in any accuracy bonuses for being in cover or doctrine buffs and it makes sense.
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nikomas Offline
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« Reply #18 on: December 25, 2011, 10:07:15 pm »

I'd actually call bull if those two grenadier squads lost to 1 commando squad, even if it was buffed...

I dont think two rifle squads would lose to one MP44 stormtrooper squad charging across red cover, and last time I checked mp44 storms with meds and grenades were silly expensive?
« Last Edit: December 25, 2011, 11:27:12 pm by nikomas » Logged

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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #19 on: December 26, 2011, 12:54:06 am »

The constant EIRR cycle:

Mod gets almost 90% to completion, someone important leaves, mod goes back to step 1. rinse and repeat. This has been the case for how many years now?

Nothing to get excited about Smokaz, just enjoy the doctrines and weapone cache before they get completely wiped again!
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