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Author Topic: Operation Overlord.  (Read 4060 times)
0 Members and 2 Guests are viewing this topic.
aeroblade56 Offline
Development
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Posts: 3871



« on: December 13, 2012, 06:06:34 pm »

Is Useless. By time you unload from a halftrack its sprinting is useless.

The +5 range on a croc is useless since you get only 1 repair and No MG in the doctrine.

Vanilla riflemen 25%- cooldown on garands?. thats nice considering how vanilla spam is pointless.

The whole thing makes no sense.
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You are welcome to your opinion.

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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #1 on: December 13, 2012, 06:21:49 pm »

Just another wimpy t4
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Let's talk about PIATs in a car.
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #2 on: December 14, 2012, 06:27:52 am »



Vanilla riflemen 25%- cooldown on garands?. thats nice considering how vanilla spam is pointless.


vanilla spam can work quite well, give everyone nades and back em up with atg walls and have fun
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
RikiRude Offline
Donator
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Posts: 4376



« Reply #3 on: December 14, 2012, 08:58:17 am »

It's really only viable with Bars, backed by jumbo and officer and atg, I see no other way to really play it. Which really doesn't add any dynamic really. You might as well be playing with TR if you're playing like that.
 
I racked my head trying to figure out a way to really utilize this T4, and simply cant. I found the same when leaving a HT, in reality you only get like 3-4 seconds of sprint, and why the hell do you need sprint when you're leaving a HT, when 9/10 times you can just pull the HT up to your target.

I haven't personally tried the vanilla spam, but I feel like you'd still be better off doing something different.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #4 on: December 14, 2012, 09:17:49 am »

It's a good T4 in what it's trying to do, but it's poorly implimented (IMHO). The Garand/Carbine cooldown being tied to the Officer is silly; other T4s or T3s just flat out buff the cooldown. +5 range on the croc would be better off as +10 range, or possibly Churchill armor or a flat health increase of 100-150 (the possibility of eating an extra PaK or Shreck shot, and nothing more. Because really, who uses crocs for something other than suicide to kill X unit). The Sherman -1s reload is alright, but I don't really notice much of a differance. Halftracks that have a sprinting aura around them (similar to Keep it Moving!, but possibly passive? with a small radius) would be a far better use of sprint in this T4. It's just generally not appealing versus the mid and bottom T3s (or just dual T3s in general).
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #5 on: December 14, 2012, 10:47:13 am »

You know what they should do?
bring back the old Top infantry tree where the top t4 was so awesome it was pointless running anything else exept for the non-nerfed TRs.
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nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #6 on: December 14, 2012, 01:02:31 pm »

You know what they should do?
bring back the old Top infantry tree where the top t4 was so awesome it was pointless running anything else exept for the non-nerfed TRs.
Three combinations of infantry doctrine are already BS God-Tier...

The biggest reason overlord is such shit is because everything else is retarded awesome in the infantry doctrine, fuck man, their dual t3 (oversupply/grit) is much better than over half the tier 4's in the game.
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The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #7 on: December 14, 2012, 01:16:15 pm »

I prefer Allied Grit and Support Training myself. The extra surviveability and moving accuracy is great for running a grenade+sticky focused company, and the buffs to the various vehicle .50 cals lends extra support to make up for the lower DPS of non-BAR'd riflemen. It doesn't really smell like lulzOP, but I remember my triple BAR company being pretty batshit OP back in the day. The bottom T4 is underwhelming and TR is...overused. The only two combinations that I can think of that are too powerful are Oversupply and Support Training, and Tank Reapers.
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #8 on: December 14, 2012, 01:33:32 pm »

Three combinations of infantry doctrine are already BS God-Tier...


you havent even seen God-Tier untill you have seen rifle training, that shit was the boss.
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #9 on: December 14, 2012, 02:31:28 pm »

Well i mean the synergy of the Tier isnt there.

Obvously with Tank reapers it buffs your damage output on alot of things to Reap tanks.

Locked and loaded is support based alot of good minor buffs for supporting you and your allies.

Operation overlord is jus random buffs thrown in for good measure.
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Poppi Offline
EIR Veteran
Posts: 1080


« Reply #10 on: December 14, 2012, 05:15:59 pm »

did the new overlord a few times. found no point of using it really. its almost like a really good t2.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #11 on: December 14, 2012, 05:36:42 pm »


you havent even seen God-Tier untill you have seen rifle training, that shit was the boss.

carbines...+50% dmg from riflemen or some such bs.  The last bastion of old-EIR infantry doctrine...I miss stacked.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #12 on: December 15, 2012, 04:09:46 pm »

carbines...+50% dmg from riflemen or some such bs.  The last bastion of old-EIR infantry doctrine...I miss stacked.

-50% reload/cooldown on M1 Garands and BARs. The Rifle training T4.
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