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Consistentcy in off maps
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Topic: Consistentcy in off maps (Read 10428 times)
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RikiRude
Donator
Posts: 4376
Consistentcy in off maps
«
on:
September 11, 2012, 10:35:00 am »
I was thinking about the different off maps and how they fall into place in eirr. Mainly the v1/tallboy, airplane based off maps, and some intel things.
V1 and Tallboy
First off V1 and tallboy, afaik these are both the exact same thing correct?
I personally think drift needs to be taken off of these thing, they take so long to come in that they ought to land right where you put them. this off map should pretty much be used on stationary targets only. I think if drift was taken off you could even add a few seconds to drop time to balance it. Sure some people say the drift gives it a surprise effect and sometimes you hit gold, but how often does that happen? and it only usually happens when the enemy has no clue where you put it.
Another problem with the v1 and i assume the tallboy as well is damage. right now you can drop a v1 on a 25 pounder, and it can miraculously land a direct hit on it and still not kill it, this is absurd! these should be doing enough damage to take down all stationary targets the allies have, except for maybe emplacement armor/health buffed triage. Same goes for tall boy, except it shouldnt be able to kill top T4 bunkers. should it be able to kill top T4 88? def the crew, i dont know enough to make a decision on if the 88 gun should be destroyed as well, but probably yes.
And lastly if these two off maps are the exact same, why not have some fun with them and make them a little different? Give the V1 a big fire radius like a nebel in the area it hits, make the tall boy have the ability to pin everything in a 60 range radius around it! It would help make them more interesting.
Airplane Strikes
This includes strafing, bombing, commando strafe, SE strafe, and WP strike. This doesn't include henchel because afaik, the henchels just drop in and shoot, I don't know if they are actually affected by the map size. If HR is map size affected then it is included.
The effectiveness of these is based on the map you use this on. My question is WHY? It's silly that an off map should be more or less effective based on what map you are playing on. Sure 88s, and on map arty are the same, but it isn't as dramatic, either way that's not the point I raise.
Why should my off maps only work best in a 2v2? There has to be a way to make the planes come in from just the strip you place, or why even have a plane at all if it means you can get some consistency in how fast things come down?
Commando Strafe vs SE Strafe
Another case where afaik these are the exact same thing, except SE gets a shit load of fire attached to it. Why do SE get such an incredibly powerful tool and the CW only get a good tool? Another thing where some minor tweaks would make them more interesting. SE strafe is fine in my eyes it decimates an area, and will decrew all support weapons it hits, mostly through the fire damage. Give the CW one more rockets and more splash or the ability to pin units near it. this way these two are a bit more on par.
WP Strike
We have so many threads about this PoS, and many ways to improve it, so I won't get into it. Bottom line is buff this sorry off map. I will simply post my buff to it, keep it the same, except make it like a henchel run, where multiple strikes come in.
So do other people have gripes with some of the off maps, post it here! I will be adding my thoughts on the different types of intel when I get home from work.
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aeroblade56
Development
Posts: 3871
Re: Consistentcy in off maps
«
Reply #1 on:
September 11, 2012, 10:43:01 am »
commando strike is great. it just makes no sense to give it a third use at like 35 sp...
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Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
You are welcome to your opinion.
You are also welcome to be wrong.
Uglysori
EIR Veteran
Posts: 301
The very best player of one of the four factions.
Re: Consistentcy in off maps
«
Reply #2 on:
September 11, 2012, 02:40:44 pm »
Unlike Typhoon strike, Napalm strike doesn't do much damage to vehicles? I pretty sure that's the trade-off? One is anti-inf and area-denial, the other is general purpose?
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Ahnungsloser
Donator
Posts: 1447
Re: Consistentcy in off maps
«
Reply #3 on:
September 11, 2012, 04:00:24 pm »
Is it possible to change the white phosphorous strike shells/object into mortar smoke shells with a sort of damage/supress/pin -effect?
It should not be as good as other indirect fire offmaps just a good tactical tool for strategists.
Was there a "old" white phosphorous strike which was overpowered so that it got nerfed in the past? (If yes - What was the difference?
If not.. are you kidding me.. It was always useless?!)
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9th Armoured Engineers
SophiaT1991
EIR Veteran
Posts: 159
Re: Consistentcy in off maps
«
Reply #4 on:
September 11, 2012, 05:07:14 pm »
I agree with the V1 and tallboy comments. Should hit where u aim it.
Only thing I would like changed about airstrikes is that you can aim where the plane comes from.
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Consistentcy in off maps
«
Reply #5 on:
September 11, 2012, 05:52:05 pm »
Comments about V1 and tallboy
WRONG
.
It was given scatter so it wouldnt dead on destroy things such as Howizters, Aid stations, 25pndrs ETC. The community QQ and it was changed. It wont change back.
Infact, the Scatter when used on mobile enemy forces, gives you the possibility of hitting something.
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Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Consistentcy in off maps
«
Reply #6 on:
September 11, 2012, 07:43:29 pm »
Scatter is mah baby.
I love dat scatt.
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SophiaT1991
EIR Veteran
Posts: 159
Re: Consistentcy in off maps
«
Reply #7 on:
September 12, 2012, 03:33:45 am »
But scatter defeats the point of it. In vcoh was used to hit stationary targets.
If scatter is staying then time to arrive should be dropped, can Move ur entire army back to spawn before it arrives right now.
Or made to a t1 ability.
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CrazyWR
EIR Veteran
Posts: 3616
Re: Consistentcy in off maps
«
Reply #8 on:
September 12, 2012, 04:07:22 am »
this is not vcoh. And v1s/typhoons are still incredibly deadly, you just need to not send them at completely obvious moveable targets that will clearly be moved. I've wiped out a pershing,cally, and sherman with 2 v1s in a game before...
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Consistentcy in off maps
«
Reply #9 on:
September 12, 2012, 04:38:21 am »
You have over exaggerated the amount of time it takes for a V1/Typhoon to come in. I am disappoint son/daughter.
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SophiaT1991
EIR Veteran
Posts: 159
Re: Consistentcy in off maps
«
Reply #10 on:
September 12, 2012, 05:20:09 am »
Quote from: CrazyWR on September 12, 2012, 04:07:22 am
this is not vcoh. And v1s/typhoons are still incredibly deadly, you just need to not send them at completely obvious moveable targets that will clearly be moved. I've wiped out a pershing,cally, and sherman with 2 v1s in a game before...
Obviously this is not vCoH, but let me remind you of the time the germans used V1's on the allies as they advanced on berlin, oh wait they didnt, they used them to pound those immobile cities we all have.
And yeah, we've all wiped out huge blobs and/or high value targets with V1's but we never thought we would actually hit them so when it did hit we all remember it as being wow wtf LAWL amazing and forget the 10x before when u hit that deadly hedge or fence
V1+Lancaster for stationary.
Firestorm+Typhoon for moving.
Dats how it should be. Just like SE+Napalm and Earthshaker+Anti Inf.
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Consistentcy in off maps
«
Reply #11 on:
September 12, 2012, 05:50:16 am »
Quote from: Demon767 on September 11, 2012, 05:52:05 pm
Comments about V1 and tallboy
WRONG
.
It was given scatter so it wouldnt dead on destroy things such as Howizters, Aid stations, 25pndrs ETC. The
community QQ
and it was changed. It wont change back.
Infact, the Scatter when used on mobile enemy forces, gives you the possibility of hitting something.
Logged
SophiaT1991
EIR Veteran
Posts: 159
Re: Consistentcy in off maps
«
Reply #12 on:
September 12, 2012, 06:24:47 am »
Community QQ should not affect fuck all.
Logged
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Consistentcy in off maps
«
Reply #13 on:
September 12, 2012, 06:31:40 am »
Your sense of logic is way off. Do you know what Majority rules is?
Logged
SophiaT1991
EIR Veteran
Posts: 159
Re: Consistentcy in off maps
«
Reply #14 on:
September 12, 2012, 07:08:31 am »
Their QQ had nothing to do with balance so should not have made anything change. That ability was made for taking out howies, triages and buildings that are being a pain in the arse. Now it has no real use.
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Consistentcy in off maps
«
Reply #15 on:
September 12, 2012, 07:13:32 am »
Ok, how about you forget i used the letters QQ.
Better now?
Logged
CrazyWR
EIR Veteran
Posts: 3616
Re: Consistentcy in off maps
«
Reply #16 on:
September 12, 2012, 07:31:14 am »
Quote from: SophiaT1991 on September 12, 2012, 05:20:09 am
Obviously this is not vCoH, but let me remind you of the time the germans used V1's on the allies as they advanced on berlin, oh wait they didnt, they used them to pound those immobile cities we all have.
And yeah, we've all wiped out huge blobs and/or high value targets with V1's but we never thought we would actually hit them so when it did hit we all remember it as being wow wtf LAWL amazing and forget the 10x before when u hit that deadly hedge or fence
V1+Lancaster for stationary.
Firestorm+Typhoon for moving.
Dats how it should be. Just like SE+Napalm and Earthshaker+Anti Inf.
actually I do expect them to hit and they hit as expected. I'm disappointed when it misses...its rare...perhaps you should work on aiming
Logged
Ahnungsloser
Donator
Posts: 1447
Re: Consistentcy in off maps
«
Reply #17 on:
September 12, 2012, 08:12:52 am »
Why not a better damage modifier which allows a V1 to kill a howi in red cover (or damaged one) but not a howi in green cover?
The most people give a shit about the place of the howies and some of them build them right in the middle of the road because in the most cases
it doesn't matter because there are just two possibilities: The opponent does not push forward and will never reach my howitzer or they will rush it and it's dead. (Maybe we can denie at least the "offmap rushing" of it?)
In vCoH it means "Can my howizer survive a firestorm or short baserush" or not. (cover dependent)
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aeroblade56
Development
Posts: 3871
Re: Consistentcy in off maps
«
Reply #18 on:
September 12, 2012, 08:41:04 am »
tallboys wont kill 88s. they will only deal half damage and decrew.
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RikiRude
Donator
Posts: 4376
Re: Consistentcy in off maps
«
Reply #19 on:
September 12, 2012, 09:32:38 am »
Quote from: EIRRMod on September 11, 2012, 07:43:29 pm
Scatter is mah baby.
I love dat scatt.
lol
i think scatter is fine on other offmaps, but i just don't think it fits v1/tallboy, i was always against the idea of scatter on the v1.
i dont know why people wanted scatter on these thing.
Quote from: SophiaT1991 on September 12, 2012, 05:20:09 am
Obviously this is not vCoH, but let me remind you of the time the germans used V1's on the allies as they advanced on berlin, oh wait they didnt, they used them to pound those immobile cities we all have.
And yeah, we've all wiped out huge blobs and/or high value targets with V1's but we never thought we would actually hit them so when it did hit we all remember it as being wow wtf LAWL amazing and forget the 10x before when u hit that deadly hedge or fence
i agree with this. i too have killed pershings, callis and other things like that, but it was all LUCK, i want the LUCK taken out of my use of an off map. and i want to kill those 25 pounders, howies, and 88s with them damn it!
Also I forgot to ask, does precision strike depend on the map in how long it takes to come down?
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