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Author Topic: Volk cripping traps  (Read 12182 times)
0 Members and 15 Guests are viewing this topic.
Smokaz Offline
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Posts: 11418



« on: January 26, 2012, 06:42:51 pm »

Need to have a higher % of max speed reduced

M8s can actually speed away pretty well after hitting a trap on roads
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Tymathee Offline
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« Reply #1 on: January 26, 2012, 06:47:16 pm »

meh, nah. they probably cripple like a damaged engine, which m8's get away from quite easily. also if this is from one game, how do u know they didn't have a speed buff, which would negate the damage in speed taken. If - 25% and theres a +25% speed buff then a cripple puts 'em at normal
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LeoPhone Offline
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« Reply #2 on: January 26, 2012, 06:52:05 pm »

0.2 max speed for 20 seconds is what it says.

engine dmg, treadbreak and magnetic at does 0.4
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Smokaz Offline
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« Reply #3 on: January 26, 2012, 07:05:36 pm »

you trade actual damage and a permanent crit for a temporary effect

but it is quite cheap, i just think it counter-acts the logic of the cripple trap that units can move away right away after hitting it considering what u trade for one of these compared to a standard mine
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DarkSoldierX Offline
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Posts: 3015



« Reply #4 on: January 26, 2012, 07:13:41 pm »

Only 20% speed is quite a bit.
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RikiRude Offline
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« Reply #5 on: January 26, 2012, 07:35:53 pm »

maybe it doesnt hurt an m8 too much, but most other vehicles its got a decent effect, i love the things in companies where i use lots of volks.

before i got bottom T4 for blitz (i only use grens in this company) and was using dual T3s (mid/bottom) i ran a lot of volks, and i had loads of these slow mines, and it was great because my panthers had an easy time escaping if in trouble, and i could easily hunt down vehicles that hit them.

but god, those magnetic and treadbreaker grenades, jesus, i hate those things, how much are they? they last SO long it seems. completely stops an advance because you immediately need to pull back so you aren't a dead fish in water.
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LeoPhone Offline
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« Reply #6 on: January 26, 2012, 07:58:43 pm »

2 minutes
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MorkaandBorka Offline
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Posts: 1464



« Reply #7 on: January 26, 2012, 08:01:51 pm »

M8's really go super fast even with a damaged engine or crippling mine.  I saw jacks m8 with mobile warfare going JUST as fast as a normal m8 with a damaged engine.  Its a little crazy to me. 
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RikiRude Offline
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« Reply #8 on: January 26, 2012, 08:04:44 pm »

2 minutes is seriously a long time in EIRR! Especially if you use it on say, a croc churchhill, it pretty much puts it out of action for the same amount of time you'd be healing it. You have to gather your units around it and hope there's no other enemy atg, because that unit is going to be pretty dead.

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lionel23 Offline
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« Reply #9 on: January 26, 2012, 08:27:34 pm »

Volks traps are fine, any normal tank (m10, sherman, church, crom) hitting that is pretty much seriously screwed.  LV have always been fast, even with engine damage.  Being how they got shittier health, I don't see why they need to be double nerfed while making the slow effect even more pronounced on every single vehicle slower than a LV (being tanks).  For what little they cost, you shouldn't be complainin Smokaz.

Now if they cost like 50+ MU, then yeah they need to be more effective, but they are dirt cheap.
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Tymathee Offline
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« Reply #10 on: January 27, 2012, 12:43:43 pm »

2 minutes is way too long, should be about 60-90 seconds imo. You basically have to pull your tank back and just let it sit there. It could be near death, hyou pull back, repair it and it still has the treadbreak on it.
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RikiRude Offline
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« Reply #11 on: January 27, 2012, 12:50:26 pm »

2 minutes is way too long, should be about 60-90 seconds imo. You basically have to pull your tank back and just let it sit there. It could be near death, hyou pull back, repair it and it still has the treadbreak on it.

ive actually done that before, so retarded, yes please for the love of god make it only a minute. thats still 3xs as long as the volks traps.
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Mister Schmidt Offline
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« Reply #12 on: January 27, 2012, 12:53:05 pm »

Then make sticky temporary too.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #13 on: January 27, 2012, 12:54:43 pm »

compare it to stickie. engine damage it's not permanent,it's only 10mun cheaper,it's T2 unlock,range is a bit longer than stickie,but noticeably less compared to stickie at vet2. So I dont rly see how this thing is so OP  Roll Eyes
you go back and wait 2 min,or,if you are hit with stickie,you have to go back and use repair kit if you want to be anywhere useful and not dead in next 2min.
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RikiRude Offline
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« Reply #14 on: January 27, 2012, 01:44:13 pm »

so its inbetween vet 2 sticky and regular sticky range?

i could also see sticky being temp if it had its vet 2 range normally.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #15 on: January 27, 2012, 02:22:49 pm »

so its inbetween vet 2 sticky and regular sticky range?

i could also see sticky being temp if it had its vet 2 range normally.

Sticky being temporary with same range as Magnetic AT nade. Balance
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #16 on: January 27, 2012, 02:28:16 pm »

plus 1
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Computer991 Offline
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« Reply #17 on: January 27, 2012, 02:35:36 pm »

Magnetic AT nades cost 50 MU >.> Stickies cost 60.
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RikiRude Offline
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« Reply #18 on: January 27, 2012, 02:36:52 pm »

I think... I think I could live with that. Sounds good actually.

how many uses are each though? sticky is what 3?
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #19 on: January 27, 2012, 02:45:31 pm »

Magnetic AT nades cost 50 MU >.> Stickies cost 60.

okay,decrease stickie cost to 50mun BUT move it to T2 unlock,problem solved Wink ...I am for that solution even more Wink
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