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Flak 88
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Topic: Flak 88 (Read 20004 times)
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clonetroopers
EIR Veteran
Posts: 534
Flak 88
«
on:
April 24, 2013, 10:39:28 am »
Since the arty ability has been removed and it doesn't look like its will be making a return, to make it so blobs of rifles can't mass rape it I think it should get high explosive shells like the tiger.
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Hicks58
Development
Posts: 5343
Re: Flak 88
«
Reply #1 on:
April 24, 2013, 10:42:03 am »
Invest in an MG.
Logged
Quote from: brn4meplz on November 05, 2012, 10:45:05 am
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.
Quote from: Mysthalin on March 27, 2014, 04:57:09 pm
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
terrapinsrock
EIR Veteran
Posts: 1009
Re: Flak 88
«
Reply #2 on:
April 24, 2013, 10:50:06 am »
Lets see, theres Grens, Volks, KCH, MGs, mortars, etc
Be creative
Logged
Quote from: XIIcorps on June 04, 2013, 09:50:56 am
Bit hard when its flaunted infront of you as a broken reward piece of ass you'll never get to shag with.
Current Vets:
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Flak 88
«
Reply #3 on:
April 24, 2013, 10:51:05 am »
Quote from: Hicks58 on April 24, 2013, 10:42:03 am
Invest in an MG.
This is no place for common sense hicks.
Logged
Quote from: Grundwaffe
Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
gj icelandic i am proud of u
Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
Sometimes its like PQ doesnt carrot all.
Work Harder
clonetroopers
EIR Veteran
Posts: 534
Re: Flak 88
«
Reply #4 on:
April 24, 2013, 11:18:18 am »
Quote from: terrapinsrock on April 24, 2013, 10:50:06 am
Lets see, theres Grens, Volks, KCH, MGs, mortars, etc
Be creative
What is this blaspheme you speak of?
Logged
nikomas
Shameless Perv
Posts: 4286
Re: Flak 88
«
Reply #5 on:
April 24, 2013, 11:19:26 am »
No hicks, THIS.IS.BALANCE!
That aside, mg's and hidden goliaths... and there is that mass cloak t4 of trolling, hidden mp40 volks are fun.
Logged
"You can always count on Americans to do the right thing—after they've tried everything else."
Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons.
Officers have good accuracy so they will hit most targets.
NightRain
EIR Veteran
Posts: 3908
Re: Flak 88
«
Reply #6 on:
April 24, 2013, 11:27:35 am »
88 has returned to its previous use. Strictly Anti-tank from long range. It is a handy back up line to fall back to and most certainly is not a front line unit. The placement of 88 involves a certain strategy. If it is placed into a position where enemy infantry can capture it, it has been placed to a wrong spot. The key of 88 is support. Not main asset. Area of denial for armor. However, if enemy starts to waste resources to eliminate it say with a rush, start counting. 1 Sherman and 88 has paid itself back. 2 fully upgraded riflemen? Close, but that pays off more mun and same manpower cost.
To put it simple. 88 wont get overused, but don't be afraid of not seeing it anymore.
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
Poppi
EIR Veteran
Posts: 1080
Re: Flak 88
«
Reply #7 on:
April 24, 2013, 01:50:57 pm »
Many games where 88s are sniping snipers and mgs and ATGs in addition to anti tank. Pretty bad ass still.
Logged
ick312
EIR Veteran
Posts: 534
Re: Flak 88
«
Reply #8 on:
April 24, 2013, 02:17:40 pm »
well the 88 is currently to weak, yes it does its job : blocking the allied tanks away. but its an too easy target for allied arty.
and all allied factions (except of airborne) have arty.
Should it get HE - well it has a quite bad accuracy against infantry. So HE would not make a big difference. It would be nice, but it wouldnt really improve the 88 performance, since the main problem of the 88 is not an offense one. The problem is the defense. Arty can easily kill it, infantry can rush it and the best tactic vs an 88 is to just switch flanks, then the defensiv player is screwed, cause he needs to keep at least an HMG there to protect the 88 against infantry rushes - So 11 pop are bound and they are missing on the other flank.
So how to solve this problem?
1. make that it can be repaired by a medic bunker
2. make it moveable - pack and unpack - high risk - high reward
3. (not necassary, but nice) give it useable veterancy. the extra sight is nice, but usually u use spotter. So here i would make an exception of the "no range buff rule" i would buff +10 range on vet 3
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Quote from: tank130 on April 18, 2013, 10:06:07 pm
I don't know Wind, that whole 21 virgins thing kinda peaked my interest a little .......
Quote from: EliteGren on December 08, 2013, 06:10:28 pm
From fucking kids to fucking christ, jesus heartmann. Just stop already you filthy monster, you are only making it worse
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Flak 88
«
Reply #9 on:
April 24, 2013, 02:29:11 pm »
Why dont you just get the top t4?
Heroic armor turns the crew into dam sink.
Cant remember exactly who it was that proved this(think it was lio) that 88s with heroic armor that you can destroy a stack with them.
Found it.
You cant watch it tough.
«
Last Edit: April 24, 2013, 02:33:30 pm by TheIcelandicManiac
»
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Flak 88
«
Reply #10 on:
April 24, 2013, 02:45:03 pm »
Well thats only vs Indirect fire right?
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Hicks58
Development
Posts: 5343
Re: Flak 88
«
Reply #11 on:
April 24, 2013, 02:59:52 pm »
The change that was made to 88's was making it's cover directional, which is why arty rounds will make the crew chunky now but head on attacks still take a while to decrew it. Heavy cover and Heroic armour will make anything short of infantry assault weaponry take a painfully long time to decrew it.
The 88 is fine as it is. It does what you need it to do (Locking down parts of the map from armour), and it does it well. If you're worried about it being turned on you, either place it in a good position (Wide field of fire towards your enemy, and obstacles towards yourself) or keep a contingency unit to decrew/destroy the weapon just in case.
Logged
hans
EIR Veteran
Posts: 3497
Re: Flak 88
«
Reply #12 on:
April 25, 2013, 10:07:44 am »
Man, i love this idea:
just make it come with a truck that stays on field after contructing an 88 and let the truck be able to pack and unpack the 88 on map. DOnt tell me that this is hard to code isnt it.
it can be a tier 4 or tier 3
epic idea right?
Logged
Quote from: brn4meplz on May 06, 2013, 01:52:31 pm
Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
hans
EIR Veteran
Posts: 3497
Re: Flak 88
«
Reply #13 on:
April 25, 2013, 10:08:24 am »
so epic
edit: or let the truck be an tier 4 unlock that can do this
«
Last Edit: April 25, 2013, 10:11:35 am by hans
»
Logged
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Flak 88
«
Reply #14 on:
April 25, 2013, 10:18:25 am »
well that works in OMG mod so i dont see why it shoulnt in EIR.
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Hicks58
Development
Posts: 5343
Re: Flak 88
«
Reply #15 on:
April 25, 2013, 10:57:10 am »
Mobile 100 range Flak 88 which consistently penetrates all but the Pershing. Nope, not seeing a problem at all with that. Surely nothing could go wrong in EiRR's environment.
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hans
EIR Veteran
Posts: 3497
Re: Flak 88
«
Reply #16 on:
April 25, 2013, 11:03:40 am »
Quote from: Hicks58 on April 25, 2013, 10:57:10 am
Mobile 100 range Flak 88 which consistently penetrates all but the Pershing. Nope, not seeing a problem at all with that. Surely nothing could go wrong in EiRR's environment.
silly?
the truck needs time to pack and unpack the 88, means its vulnerable like everytime u call it first on the field. second once u killed the truck that has the 88 with it, its gone.
What it adds is strategy tbh, and if its an unlock, why should it be so horrible? everytime u build a static 88, u avoid it, so it makes the game boring. this adds a good feature tbh.
PS: how about u consider all points instead of grabbing only the negative ones?
Logged
Hicks58
Development
Posts: 5343
Re: Flak 88
«
Reply #17 on:
April 25, 2013, 11:15:07 am »
It single handedly removes the 88's greatest weakness, and why it has such incredible range in the first place. It's why deployable 17 pounders and Bofors don't have huge range - Because they can be repositioned.
It can be vulnerable during it's deployment all it wants, good players will make it work and it'll turn into an ATG creep on steroids.
You say it's a good feature, I say it'll just turn it into a souped up ATG rather than a piece of area denial.
This isn't OMG. Ever since the removal of repair bunkers, the change to limited repair kits and the switch over to Reinforcements, EiRR has been a fast paced game.
Logged
hans
EIR Veteran
Posts: 3497
Re: Flak 88
«
Reply #18 on:
April 25, 2013, 11:28:32 am »
Quote from: Hicks58 on April 25, 2013, 11:15:07 am
It single handedly removes the 88's greatest weakness, and why it has such incredible range in the first place. It's why deployable 17 pounders and Bofors don't have huge range - Because they can be repositioned.
It can be vulnerable during it's deployment all it wants, good players will make it work and it'll turn into an ATG creep on steroids.
You say it's a good feature, I say it'll just turn it into a souped up ATG rather than a piece of area denial.
This isn't OMG. Ever since the removal of repair bunkers, the change to limited repair kits and the switch over to Reinforcements, EiRR has been a fast paced game.
okay, i do agree, that we kill the weakness of this unit. But one thing doesnt really work for me
"than a peice of area denial" "Eirr has been a fast paced game".
i guess iam not the only one who knows that an 88 doenst make the gameplay fast paced but rather the opposite. Tell me how an static long range unit that can t move supports fast paced? i dont see it.
So if we agree that an mobile 88 is too strong, we could reduce the range for example. But just in case that iam wrong i gonna make a poll.
http://forums.europeinruins.com/index.php?topic=26553.0
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Hicks58
Development
Posts: 5343
Re: Flak 88
«
Reply #19 on:
April 25, 2013, 11:37:03 am »
You kill the range, you kill the uniqueness of the unit... Again, it becomes a glorified ATG.
In EiRR's current environment, it's used to lock down an area to make attacking it difficult, or to force your opponent into a different section of the map.
The 88 will slow down gameplay against people who have little idea how to counter it - A mobile 88 would do the exact same thing, or worse, it'd lead to such people getting outright crushed by a creeping 88 advance.
It serves a function, and it serves it's function well. Why are you trying to fix something that isn't broken?
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