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Author Topic: Flammenwerfers  (Read 11380 times)
0 Members and 3 Guests are viewing this topic.
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #20 on: April 02, 2012, 01:44:16 am »

dont people know that you are suppossed to keep a tight group of m10s, atg, zooks, and rr so they can kill those cheap flammens so that arty can wipe out a few of your callins.

45-60 range is super tight, you need to keep all that stuff stacked on top of itself right???

I mean shit, an arty blast has an AoE of like, 10. How would you ever stay scattered enough.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #21 on: April 02, 2012, 02:11:57 am »

I propose we make flames die to single at or m10 shot,and increase pop by 1-2. Also,nerf panther,so 75mm sherman can fight it off,so that volk doesnt get defeated by panther+flammens combo  Roll Eyes

ARe we gonna start seeing threads,he started with 2 shermans,my shreck+atg combo couldnt beat this,nerf shermans,increase popo to 13 so he cant start with 2?
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Scotzmen Offline
EIR Veteran
Posts: 2035


« Reply #22 on: April 02, 2012, 03:59:22 am »

NERF ALL THE THINGS!

Just doesn't have the same effect without pics tbh Sad.
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aeroblade56 Offline
Development
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« Reply #23 on: April 02, 2012, 04:02:12 am »

NERF ALL THE THINGS!

Just doesn't have the same effect without pics tbh Sad.

AB nuff said.
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Scotzmen Offline
EIR Veteran
Posts: 2035


« Reply #24 on: April 02, 2012, 04:04:20 am »

AB nuff said.

I now no know what you mean?
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #25 on: April 02, 2012, 04:23:01 am »

AB nuff said.

Airborne Satchel Charges are OP I agree but you can only have up to 13 airborne infantry and have fucked up pools afterwards.
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Ahnungsloser Offline
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« Reply #26 on: April 02, 2012, 04:32:33 am »

Airborne Satchel Charges are OP I agree but you can only have up to 13 airborne infantry and have fucked up pools afterwards.

You forget the +1 Satchel Charge T2.  Grin
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #27 on: April 02, 2012, 04:46:41 am »

You forget the +1 Satchel Charge T2.  Grin

When I did say that satchels are OP I did mean that very tier 2 which gives two of them Wink 30 mun per satchel pl0x
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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« Reply #28 on: April 02, 2012, 04:55:39 am »

The problem aint that They are OP, they are way to spammable that is the problem.
for the price of 520 man and 80 fule you can buy 2 units with more effectiveness than a croc and same pop, less fule than a croc and for only 120 more man and ontop of that only 6 pool are way to easily spammable, that is the only thing bad about them and that is what needs to be changed.
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Ahnungsloser Offline
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« Reply #29 on: April 02, 2012, 05:02:16 am »

When I did say that satchels are OP I did mean that very tier 2 which gives two of them Wink 30 mun per satchel pl0x

I want to increase the "OP-Ness". Tongue
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #30 on: April 02, 2012, 05:06:44 am »

The problem aint that They are OP, they are way to spammable that is the problem.
for the price of 520 man and 80 fule you can buy 2 units with more effectiveness than a croc and same pop, less fule than a croc and for only 120 more man and ontop of that only 6 pool are way to easily spammable, that is the only thing bad about them and that is what needs to be changed.

I still believe that their performance versus their cost is near balance. Torching 1 ranger squad actually pays the unit itself back. But the problem is, 2 zooks will destroy it before it manages to torch anyone.
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TheIcelandicManiac Offline
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« Reply #31 on: April 02, 2012, 05:30:40 am »

but not all companys have zooks, regardless of that the prolem is not balance but amount of them you can have, its like when the volks with fausts and stugs were being spammed to oblivion, the problem was not that you could have a lot of them but you had enough of them to counter the enemy and still have a good counter to the rest of their shit
all i am saying increase the pool so you cant have as many in a company like 8 or increase their pop so you cant feild so many at once.
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smurfORnot Offline
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Posts: 4715



« Reply #32 on: April 02, 2012, 05:37:04 am »

2 atg's can counter few of them easily
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PonySlaystation Offline
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« Reply #33 on: April 02, 2012, 06:25:53 am »

The discussion is strategy, not balance, keep it on topic and give useful advice.
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tank130 Offline
Sugar Daddy
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« Reply #34 on: April 02, 2012, 08:02:48 am »

I think you are just experiencing the "Flavor of the Day" or in more technical terms (*snicker) the "Meta Game".

It is comparable to Teller mines really. There is nothing wrong with tellers, there are counters, but when some one spams the fuck out of them, they become really fucking annoying and appear OP.

Please read that carefully: I said "Appear OP", not "They are OP".

Same shit with the flammens. Spam the fuckers and they "Appear OP". If you had 2 Shermans on the field at the same time you would roflmao at the flammens.

It is a simple case of what the Dev team is trying to find a balance for, but it is difficult. Spamming the fuck out of something (aka company specialization *cough*bullshit*cough*) can create balance issues. Trying to find a solution to reducing the spammability of units results in some people QQ "I want freedom of build"....

So for now we will just ignore it let you guys bitch about for another year or so........LOL

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3rdCondor Offline
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« Reply #35 on: April 02, 2012, 09:04:35 am »

Lol, don't nerf flemmenwerfers. They are ONLY useful for the shock attack strategy by terror.

ADDED: How many vet 3's of these do you see? Or vet 2? NONE
why? because they get raped after they kill 2 atgs and an mg... and you're using 3 of them.
« Last Edit: April 02, 2012, 09:06:55 am by 3rdCondor » Logged

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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #36 on: April 02, 2012, 09:39:28 am »

Lol, don't nerf flemmenwerfers. They are ONLY useful for the shock attack strategy by terror.

ADDED: How many vet 3's of these do you see? Or vet 2? NONE
why? because they get raped after they kill 2 atgs and an mg... and you're using 3 of them.

I thought it was because there fun disposable units that CAN be effective if used in the right situation. That being said is there never more then merely effective. And while AMPM is often not the sharpest tool in the shed and a start like a panther and few flammens probably would rape you the first time while its being used, if your caught off guard the second or third time it is your fault.
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3rdCondor Offline
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« Reply #37 on: April 02, 2012, 02:03:57 pm »

Agreed Spartan

Nerfing a unit like that is so stupid because they really don't work all of the time, and a player is often sacrificing the entire callin of halftracks for a few kills. It just seems too stupid of an idea to complain about a unit like the Flemmenwerfer halftrack.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #38 on: April 02, 2012, 02:45:50 pm »

tankedit: personal attacks removed

These used to be the laughing stock of EiR, the worst (after the 50mm puma) unit the WM had to offer. After the wipe, all I see is people spamming the fuck out of them, and it works. Mines seldom seem to stop the horde, mass zooks don't work, multiple ATGs, even tiered ones dont seem to stop the rush. So how would one counter companies with 6-12 suicide flammenwerfers in them.

On another note, you can spam them and still afford a Panther on a lv1 company, and still field a VERY balanced and effective company on top of them--in essence, the flammens are an "I win" button vs US players with ATG based AT. The Panther just mops up everything on treads thats not an FF.
tankedit: personal attacks removed

I asked for counters and commented that this was annoying to play against. I didnt say buff, nerf, add, subtract, or change the unit stats. I just said its annoying to fight against--READ--ANNOYING, and you can buy a shit ton of them without sacrificing overall company flexibility.

tankedit: personal attacks removed
« Last Edit: April 02, 2012, 07:03:35 pm by tank130 » Logged

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Ahnungsloser Offline
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« Reply #39 on: April 02, 2012, 03:05:49 pm »

I would not recommend a Sherman to counter them because a Sherman need 4 Hits to destroy just one Halftrack. In this time the HT can
trollol arround the map.

A Tankdestroyer would be the best, but a combo with mines and tank traps for minimizing the flank can be another soloution. If you have none of them
block it with a Jeep while your staying out of the range from the flamethrower.
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