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Author Topic: Churchill AVRE Accuracy  (Read 4019 times)
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EliteGren Offline
EIR Veteran
Posts: 6106


« on: July 08, 2012, 10:39:41 am »

This thing is seriously inconsistent in its ability to actually hit stuff that is even in light cover. Several times I shot it at 2 grenadiers standing in light cover and it only killed 1 guy. Sometimes it won't even decrew a pak. Things like this just shouldn't happen to this unit,  when you actually get to hit something with the AVRE it should be decimated no matter what.

It's accuracy needs to be fixed to prevent hits doing nothing from happening, this is similar to how StuH and HE rounds were changed. The thing is that the AVRE needs this even more due to its nature.
« Last Edit: July 08, 2012, 10:48:37 am by EliteGren » Logged

i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Vermillion_Hawk Offline
EIR Veteran
Posts: 1282



« Reply #1 on: July 08, 2012, 10:56:29 am »

I say the Spigot should be reverted back to the way it was in COH - killing anything in its radius, since as of now with the fairly long reload times for such a lackluster effect, along with the associated costs of keeping such a unit on the field, the AVRE isn't a great unit to have.
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hans Offline
EIR Veteran
Posts: 3497



« Reply #2 on: July 08, 2012, 11:54:39 am »

agreed, this unit is already pretty useless while reloading. It should at least do damage if its shooting.
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Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
JustCarnage Offline
EIR Veteran
Posts: 54


« Reply #3 on: July 08, 2012, 01:11:01 pm »

Considering the StuH has received significant buffs, the AVRE should get some attention as well. You're paying 240 fuel and 410 manpower for a weapon that only fires a single round with a massive cooldown that can fail, as it usually does, to kill its target. Throwing this thing at an ATG only for it to hit the gun and fail to kill the crew is incredibly frustrating. Send off a round into the center of a blob only to deal 20-30% damage off the squads. Lob a round into a support crew only for the shell to veer completely off course. The gun rotation coupled with aim time makes this thing painful to use.

Might as well take Mark VI. At least it reloads.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #4 on: July 08, 2012, 01:20:09 pm »

nm
« Last Edit: July 08, 2012, 02:03:02 pm by EliteGren » Logged
JustCarnage Offline
EIR Veteran
Posts: 54


« Reply #5 on: July 08, 2012, 01:55:46 pm »

Vet 3 is supposed to be 200 xp (not sure of exact number but it's around this area), not 168.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #6 on: July 08, 2012, 02:03:20 pm »

I read it as 168 not 188, my bad.
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Ahnungsloser Offline
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Posts: 1447



« Reply #7 on: July 08, 2012, 04:21:56 pm »

Did anybody check the main stats and the cover/target table and compared it to the StuH and the high explosive rounds of the Sherman?
Maybe it's possible to point of the difference to point out whats the broken part of it's maingun.

It's possible that the BT will pick the issues up and start to rethink about this if you do with a good argumentation.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #8 on: July 08, 2012, 05:10:28 pm »

This is not so much a balance issue and more of a bug fix. An AVRE shell landing directly on units and not even damaging them is just broken to begin with
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Smokaz Offline
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Posts: 11418



« Reply #9 on: July 08, 2012, 06:06:49 pm »

Avre needs a buff for sure. Reduction of cooldown onits barrage ability
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #10 on: July 08, 2012, 06:08:13 pm »

It would be sufficent if its shell actually killed shit when landing on units. Can bring those cooldown buffs into the doctrine somewhere
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Demon767 Offline
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Posts: 6190



« Reply #11 on: July 08, 2012, 06:09:29 pm »

I knew the Stuh would be brought into this discussion. pathetic.
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Scotzmen Offline
EIR Veteran
Posts: 2035


« Reply #12 on: July 08, 2012, 07:03:54 pm »

It's hilarious when you fire it at low wall and explodes, doing no damage to the wall OR the grenadiers behind it.
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RikiRude Offline
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Posts: 4376



« Reply #13 on: July 08, 2012, 07:11:44 pm »

i hate firing on an atg and not killing it, or instead of it hitting the crew hitting the gun and only doing like 50% damage, then it's so slow the pak gets like 3+ shots on you. It's only worth using if you have albative armor and the T3 before it. and even then its a thing of luck.
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3rdCondor Offline
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Posts: 1536


« Reply #14 on: July 08, 2012, 09:39:22 pm »

Lol it gets one f***ing shot before a long cooldown... it should kill s**t! xD
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