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Author Topic: Airbrone Infantry.  (Read 9216 times)
0 Members and 2 Guests are viewing this topic.
aeroblade56 Offline
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« on: April 02, 2012, 12:15:54 pm »

1. isnt Arborne the only infantry to actually have carbines??? if so how did it become such a bad weapon, usually elite infantry have a good base rifle.

2. How much Hp are on these guys? even while moving it feel like they get a big chunk taken out of them when shot by anything.

3.Are the LMGs worth getting?.

4. is it possible if they are so weak for the Arborne to be around 7-8 pool cost?. They are a cheaper elite infantry 280 MP which is the cheapest and the weakest other then falls.

5. When will we see this Groundfire implementing a old working doctrine in airborne like he said a long while back.

6. is satchel worth getting since its like a bundle nade with a much bigger timer?
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You are also welcome to be wrong.
Hicks58 Offline
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« Reply #1 on: April 02, 2012, 12:25:29 pm »

1. Yes, they are the only infantry worth mentioning that have carbines.

2. They have 70 health per man, making them the highest health squad the Allies have access to.

3. They work best if you use a pair of Airborne squads with them, but it's more cost effective just just get Airborne Riflemen with BAR's.

4. They are the weakest in AI for elite infantry but they are one of the best handheld AT platforms in the game. They generally work on the assumption that if you are using Airborne, your using them for the equipment they have access to. As a base squad, they aren't worth much.

5. Good question.

6. The satchel is brilliant for fucking up repairing tanks, bunkers, and blobs that aren't paying enough attention. They have a 3 second timer so you really need circumstance on your side if your trying to get infantry. They would work well against MG's in buildings as they have a long pack up time while they are in buildings and likely wouldn't be able to evade.

On a final note, they do 300 damage, penetrate everything and hit everything in their short and medium blast radius, which extends all the way to 4. A pair of them will leave most repairing tanks a smoking husk.

EDIT: This was my 2000th post. Nice.
« Last Edit: April 02, 2012, 12:47:15 pm by Hicks58 » Logged

I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #2 on: April 02, 2012, 12:31:35 pm »

6. The satchel is brilliant for fucking up repairing tanks, bunkers, and blobs that aren't paying enough attention. They have a 3 second timer so you really need circumstance on your side if your trying to get infantry. They would work well against MG's in buildings as they have a long pack up time while they are in buildings and likely wouldn't be able to evade.

If axis are mg spamming satchels are great for building denial
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LeoPhone Offline
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« Reply #3 on: April 02, 2012, 01:20:22 pm »

in vcoh AB come at 2 CPs, can be instantly spawned anywhere, can reinforce anywhere, have fire up, have satchel charges and can upgrade to the best AT weapon in the game.
they would have been OP with garands.
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Tymathee Offline
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« Reply #4 on: April 02, 2012, 01:48:21 pm »

please name a US or WM infantry unit who's stats were changed from vcoh.

US or WM, none, PE PzGren, a ton of changes.

M-18, before relic ever changed it.

otherwise, not much.

and also, when asked if we could get garands on AB, we got it on a T4...while pzgrens got a gun, which btw they pay 60mu for 2, got 1 free, uping their close range power without costing anything and allowing them to have great med + close range if they do upgrade to G43's.

maybe make the garand a lower tier, a t4 is way too high for such an arbitrary upgrade.
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LeoPhone Offline
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« Reply #5 on: April 02, 2012, 01:57:48 pm »

if you can't name a unit don't throw out other random crap
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AmPM Offline
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« Reply #6 on: April 02, 2012, 01:59:45 pm »

if you can't name a unit don't throw out other random crap

YOU MADE ENTIRELY NEW UNITS THAT ARE BASED ON vCOH UNITS.

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aeroblade56 Offline
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Posts: 3871



« Reply #7 on: April 02, 2012, 02:15:25 pm »

i thought 4 man kch ??. but even rangers get a garand without a tier.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #8 on: April 02, 2012, 02:24:08 pm »

I think Airborne should come with Ranger Garands, its elite infantry after all Smiley You get only 13 of them and with 13 of them you've literally fucked up your pools and can't get anything worth mentioning afterwards.
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TheVolskinator Offline
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« Reply #9 on: April 02, 2012, 02:40:51 pm »

"Ranger Garands" are just Garands tbh.
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aeroblade56 Offline
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« Reply #10 on: April 02, 2012, 02:44:56 pm »

Still a garand is better then a carbine. and riflemen none elite infantry get garands which are better then The airborne elite infantry.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #11 on: April 02, 2012, 02:54:56 pm »

Garands are better, but still the 2nd worse rifle in the game. Id rather have Lee-Enfield-armed r0flmans, but thats off topic.

I agree, why are/when did they make (carbines) so terribad?
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aeroblade56 Offline
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« Reply #12 on: April 02, 2012, 02:56:39 pm »

Werent carbines better then garand in vcoh??. all i know is they rocked socks.
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AmPM Offline
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Posts: 7978



« Reply #13 on: April 02, 2012, 02:59:39 pm »

They were terrible AI weapons, they were only good because you could retreat and were fighting vanilla infantry with a superior HP unit.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #14 on: April 02, 2012, 03:34:31 pm »

Am I the only person who wishes for airborne to keep there AT focus -_-

Airborne were supposed to be forced down to the rifleman/engies for infantry AI.
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Tymathee Offline
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« Reply #15 on: April 02, 2012, 03:35:09 pm »

sad thing is, carbines are a pretty sweet weapon.

Maybe there should be a M2/M3 upgrade, which were automatic carbines, only the M1 was semi-auto.

they also held more rounds than the Garand (15 vs 8 for Garand)

http://upload.wikimedia.org/wikipedia/commons/3/32/Garandcar.jpg

Should go like this for AB.

M1 - 15 round, semi auto
M2 - 30 round, auto

maybe give M2 to AB rifles, which is more AI focused and keep M1's on AT AB.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #16 on: April 02, 2012, 03:42:37 pm »

Why dont we just fucking have 4 man KCH with panzershreks and basic rifles instead of Mp44s now

tankedit: personal attacks removed want their units to be able to be modified for everything. How about jagdpanthers with ak47s all around instead of the 88, oh and scout cars with AT rifles instead of MG.

VCoH did some things right. Units had a focus. Why must we be capable of modifying them for everything.
« Last Edit: April 02, 2012, 07:24:25 pm by tank130 » Logged
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #17 on: April 02, 2012, 03:45:51 pm »

I dunno, why did PE get a whole load of new units? I mean it took the focus away!

Same for Brits! What happened to their slow and plodding advance!

Remove Luft Snipers, support weapons, schreks, remove cloaking tankbusters, teller infantry, etc!!
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Ahnungsloser Offline
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« Reply #18 on: April 02, 2012, 04:29:38 pm »

It's funny that there not so many difference between the M1 Carbine and the M1 Garand. The values I did not sum up have no changes between
each other. (The values may be wrong because I looked into a old vCoh overview but I guess that they are not changed in EIR)

M1 Carbine - M1 Garand

Damage: 7 - 10
Accuracy: 0.75S/0.55M/0.25L - 0.75S/0.55M/0.35L
Relaod: 3.5/2 - 3.5/2.5
Movin Accuracy: 0.8 - 0.5
Reload Freqeuncy: 10 - 8
Cooldown: 2/1.75 - 3/2.5

Cover Table: The Same
Target Table: M1 Carbine +15% Accuracy against Soldier Armour
« Last Edit: April 02, 2012, 04:37:11 pm by Ahnungsloser » Logged

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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #19 on: April 02, 2012, 04:39:21 pm »

It's funny that there not so many difference between the M1 Carbine and the M1 Garand. The values I did not sum up have no changes between
each other. (The values may be wrong because I looked into a old vCoh overview but I guess that they are not changed in EIR)

M1 Carbine - M1 Garand

Damage: 7 - 10
Accuracy: 0.75S/0.55M/0.25L - 0.75S/0.55M/0.35L
Relaod: 3.5/2 - 3.5/2.5
Movin Accuracy: 0.8 - 0.5
Reload Freqeuncy: 10 - 8
Cooldown: 2/1.75 - 3/2.5

Cover Table: The Same
Target Table: M1 Carbine +15% Accuracy against Soldier Armour


AKA, it does 70% of the damage of a Garand....it's pretty pathetic.
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