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Author Topic: Patch R001  (Read 41486 times)
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XIIcorps Offline
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« Reply #140 on: February 25, 2014, 05:23:01 pm »

Stuka bomb is fine now.
sure its easier to dodge when all is quiet on the western front. But assaulting a position and then calling it in on a atg that has revealed its self is still hard to dodge unless your already moving.

IMO
pak should have cloak at vet0
Marder should have lockdown at vet 0
57mm shoul be able to buy ap at vet 0
6pdr should still cloak in cover at vet 0
Cromwell/cct should still have flank speed at vet 0
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tank130 Offline
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« Reply #141 on: February 25, 2014, 05:48:33 pm »

Stuka bomb is fine now.
sure its easier to dodge when all is quiet on the western front. But assaulting a position and then calling it in on a atg that has revealed its self is still hard to dodge unless your already moving.

IMO
pak should have cloak at vet0
Marder should have lockdown at vet 0
57mm shoul be able to buy ap at vet 0
6pdr should still cloak in cover at vet 0
Cromwell/cct should still have flank speed at vet 0

So what you are saying is we should just go back to throw away units and a persistence game where persistence is not really that important?
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XIIcorps Offline
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« Reply #142 on: February 25, 2014, 05:52:09 pm »

If your throwing away marders/atgs your doing it wrong.
throw away units were always spammable inf with hhat or low pop lvs.

I under stand were trying to make persistance more meaningful but some of the things weve swapped for vet perquisites are essential components to these atgs/vechs
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AmPM Offline
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« Reply #143 on: February 25, 2014, 06:02:58 pm »

So what you are saying is we should just go back to throw away units and a persistence game where persistence is not really that important?

What he's suggesting is that units with iconic abilities that are required for them to be effective should be left alone. Is BAR SF Vet 1 only? Or grenades? Medkits?

The units that are throwaway were always Infantry, LVs, TDs, Medium Armor.
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XIIcorps Offline
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« Reply #144 on: February 25, 2014, 06:43:48 pm »

Throw away units
Ab/ rangers / stormy blobs with hhat chaisng down vet/ rep vechs
50mm ht / m10s / Hellcats
50mm puma / upgun hotch / stuarts / Ac's / 20mm puma / Bren mmg
 Occasionally the transport loaded with At nades / fausts / stickies but thats usually once a game.

Those are the throw away units as far as I can tell.
most of which have been changed to remove their effectiveness as call,kill,retreat units.



Also can we get officers changed to support pool already ? Or atleast reverted back to 2 pop
« Last Edit: February 26, 2014, 11:17:32 pm by XIIcorps » Logged
NightRain Offline
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« Reply #145 on: February 26, 2014, 12:33:10 am »

People have made good points.

Units that aren't worth vetting up:

Volksgrenadiers
Riflemen (questionable due to vet 2 sticky range)
M8s
Puma (both variants)
Recon units
Minesweepers
Pioneers
Engineers
Halftracks

None of them are really worth vetting up for reasons like: Risky gameplay, low health, cheap, plentiful.
However I wouldn't automatically count in Tank destroyers to be throwaway, nor elite infantry. Units that are very well worth vetting up:

Artillery (Hey, they rarely die anyway) Cooldown bonuses
Hellcats (optional: M10, but still kinda throwawayish)
P4s (keeping 'em alive is difficult unless you baby it)
Shermans (similar to P4)
Heavy class vehicles due to good armor and lots of health
Elite infantry, easy to retreat, easy to keep alive.
Officers (easy to keep alive)

Now Anti tank guns are required veterancy to obtain abilities which they otherwise need. PAK38 is feared because of its cloak. AP rounds are there to deal with heavy armor. The only thing I ask myself. "The heck does CW do with that cloak as it has no bonuses?" But then again its nifty to hide a 6pdr.
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aeroblade56 Offline
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« Reply #146 on: February 26, 2014, 10:54:43 pm »

the question rlly is. did the cuckoo benefit from the panther buff since it uses the same gun?.
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XIIcorps Offline
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« Reply #147 on: February 26, 2014, 11:16:35 pm »

I still cant believe the vet requirements for brens lol.
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nikomas Offline
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« Reply #148 on: February 26, 2014, 11:34:43 pm »

the question rlly is. did the cuckoo benefit from the panther buff since it uses the same gun?.
Same stats, different gun. I made the change to all of the panther guns, including the cuckoo. Thing is, back in the "Panthers sniping" inf era it was more like "Panthers with panzer aces + etc" sniping inf. So it's not going to be super noticeable unless you keep it in mind.
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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.
aeroblade56 Offline
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« Reply #149 on: February 27, 2014, 12:37:21 am »

Same stats, different gun. I made the change to all of the panther guns, including the cuckoo. Thing is, back in the "Panthers sniping" inf era it was more like "Panthers with panzer aces + etc" sniping inf. So it's not going to be super noticeable unless you keep it in mind.

so i guess am i right in assuming the m8scot got a range buff?.
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XIIcorps Offline
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« Reply #150 on: February 27, 2014, 12:45:50 am »

Scotty needs splash between stummel and stuh. Gg
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NightRain Offline
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« Reply #151 on: February 27, 2014, 10:12:05 am »

Scotty needs splash between stummel and stuh. Gg

aka stummel splash
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Hicks58 Offline
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« Reply #152 on: February 27, 2014, 10:25:55 am »

Yeah I'm pretty sure the Scott splash is fine at IST levels. What makes it look a bit bleh is the fact it does 65 damage.

It could do with having it's .50cal either pointing forward by default or having MUCH faster rotation though, as it relies on it to finish/soften targets for the main gun.
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At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
aeroblade56 Offline
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« Reply #153 on: February 27, 2014, 11:11:50 am »

Yeah I'm pretty sure the Scott splash is fine at IST levels. What makes it look a bit bleh is the fact it does 65 damage.

It could do with having it's .50cal either pointing forward by default or having MUCH faster rotation though, as it relies on it to finish/soften targets for the main gun.

i wouldnt care about the damage if it could keep vet.

tbh it seems very hard to kite things super close to attack and just putting the lv in danger.
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Hicks58 Offline
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« Reply #154 on: February 27, 2014, 11:12:46 am »

If it still has 30 range that'll change.
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Uglysori Offline
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The very best player of one of the four factions.

« Reply #155 on: February 27, 2014, 01:17:19 pm »

I get the distinct feeling that if you give the M8 Scot 40 range its going stupidly powerful, given it's relative speed, phase armor and ability to be buffed by CCTs.  It will much more powerful support weapon flanker and infantry chaser/Vet hunter.  It should probably get 35 range if there is going to be a buff.
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nikomas Offline
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« Reply #156 on: February 27, 2014, 01:32:18 pm »

I agree, you can already do "funny" things with a cct bufffed scott. 35 should do just fine.

As for damage, it's full damage splash range is 1m, quite large for such a cheap vehicle, if it did 1hits without vet it would possibly be bonker.
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I2ay Offline
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« Reply #157 on: February 27, 2014, 02:34:58 pm »

I love how the possibility of being buffed by a CCT ruins things for american players...
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XIIcorps Offline
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« Reply #158 on: February 27, 2014, 02:41:29 pm »

Cct buffs shouldnt be considered.
same as captn ans lt buff s for inf shouldnt be considered.

Since when did other units dictate the balance of units, especially rewards units
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NightRain Offline
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« Reply #159 on: February 27, 2014, 03:28:45 pm »

If one makes it so, that m8 scott can not be buffed by CCT then it eliminates the need to limit its buff and brings it closer to the balance.
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