XIIcorps
Donator
Posts: 2558
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« Reply #80 on: July 25, 2014, 08:11:50 am » |
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Sorry, didn't think I was actually arguing theory crafting.
Shab claimed anyone spamming AVRE is screwed because of the fuel sink. I am simply stating you are not screwed because this is a team game.
i agree, but we always based balance on a unit per unit bases or counter vs counter basis. sure Avre's covered by RR's is hard to beat but should we base balance on combined arms or unit vs counter ? It's not theory craft. You cannot compare PANTHER vs SHERMAN or AIRBOURNE vs VOLKS. This is not arena, this is a game where you have multiple units. If you don't ask teammates what they have, it's your problem, not balance
Panther is TD, Sherman is Medium unitl you learn this go home polak
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some of My kids i work with shower me
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Shabtajus
EIR Veteran Posts: 2564
The very best player of one of the four factions.
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« Reply #81 on: July 25, 2014, 11:07:18 am » |
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ofc it's team game tank130 i agree with you and that's why i like it so much and that's why i have a good fun games with guys like rolcsika or skaffa because most of the times we talk before a game what companies we are running. Same goes for stack vs stack games. But those are rare games and more casual games are just random companies/teams vs random companies/teams. I don't thinks its a fair point to take teammates in conversation when we talk about unit's balance.
Avre companies are very weak vs tank rushes or massive infantry supported with paks. It's not theory crafting. Just count pop. Avre 9 pop + 5 atg + 5 infantry + 3 cpt or lt (you badly need an oficer to make those lazy brit soldiers do some job) + 5-7 pop of random stuff player prefer to have on the field. Its the formula each avre user must follow in order to make company work. As you see axis can easilly over run this RSE build. It's just the way it's man. Most of complains in this thread come from guys who can't properly to atcak and love to camp i can say names lol but no needed.
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I feel like if Smokaz and Shab met up it would be a 50/50 tossup to see which one of them robbed the other first.
Tries to convince people he's a good guy,says things like this. Scumbag Shab.
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GrayWolf
Development
Posts: 1590
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« Reply #82 on: July 25, 2014, 11:23:21 am » |
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Avre companies are very weak vs tank rushes or massive infantry supported with paks. It's not theory crafting. Just count pop. Avre 9 pop + 5 atg + 5 infantry + 3 cpt or lt (you badly need an oficer to make those lazy brit soldiers do some job) + 5-7 pop of random stuff player prefer to have on the field. Its the formula each avre user must follow in order to make company work. As you see axis can easilly over run this RSE build. It's just the way it's man. Most of complains in this thread come from guys who can't properly to atcak and love to camp i can say names lol but no needed. + 40/80/120 more pop from your teammates. Even if they have "random company", they still have soldiers, which will support you. For example you can field 2 AVREs and you still have 7-22 pop. 45 second reload is way too short.
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Shabtajus
EIR Veteran Posts: 2564
The very best player of one of the four factions.
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« Reply #83 on: July 25, 2014, 11:58:49 am » |
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come on garry you are not a new player here and you know if oposite team is pushing on your front lines it is so gay when 1 of your team mates siting with arty and cant help defend ground
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rolcsika0128
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« Reply #84 on: July 25, 2014, 12:38:26 pm » |
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I think that is a fair point, but we also need to consider this is a team game. If I am spamming AVRE and my teammates know it, then they will have my lack of tanks covered.
All I have to do is spam my AVRE and knock out the opponents AT assets and the lower amount of allied tanks available becomes less of a problem.
Isn't the whole concept of the game is to communicate with your teammates and even build specific companies, which excel at different things, then put them all together and you get an effective fighting force? Bringing up an argument to nerf avres just because they work well in combination with american TDs and medium tanks does not make much sense imo. Punishing avre player for collaborating closely with teammates is not nice
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nikomas
Shameless Perv
Posts: 4286
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« Reply #85 on: July 25, 2014, 12:58:28 pm » |
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Says two people currently spamming AVRE's They're to good and easy to use.
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"You can always count on Americans to do the right thing—after they've tried everything else." The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
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CrazyWR
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« Reply #86 on: July 25, 2014, 01:33:18 pm » |
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People have been harping and harping on about small progressive changes and people want to make a massive double strike to the AVRE/Sturm here with a range nerf (That alone is a massive buff/nerf to ANY unit) AND a cooldown nerf.
If you nerf both at once, then which one was the cause of it ending up over-nerfed?
Drop the range first, if it's still horrific then drop the cooldown.
I'm in this camp, but lowering c/d on both by 15s instead of the range by 5 is definitely another possible solution.
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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
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Shabtajus
EIR Veteran Posts: 2564
The very best player of one of the four factions.
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« Reply #87 on: July 25, 2014, 02:44:40 pm » |
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I'm in this camp, but lowering c/d on both by 15s instead of the range by 5 is definitely another possible solution.
man what a lame suggestion, i say leave cooldown as it s and make range -5m ya know crazy its like having a long pennies being used once in a month or two compared to small pennies used every single day. What way ya woulda go crazy?
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CrazyWR
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« Reply #88 on: July 25, 2014, 03:57:36 pm » |
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I just said lower range by 5 is my preferred option dumbass
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nikomas
Shameless Perv
Posts: 4286
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« Reply #89 on: July 25, 2014, 04:43:48 pm » |
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Lower range and increase wind up/aim time slightly, heyo for creativity!
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omgNiko
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« Reply #90 on: July 25, 2014, 06:15:38 pm » |
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« Last Edit: June 01, 2015, 06:41:06 pm by omgNiko »
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jackmccrack
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« Reply #91 on: July 26, 2014, 12:24:12 am » |
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Lower range and increase wind up/aim time slightly, heyo for creativity!
Quoted for truth!
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Let's talk about PIATs in a car.
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Korpisolttu
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« Reply #92 on: July 26, 2014, 02:00:47 pm » |
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I suppose AVRE poll thread contains Sturm aswell?
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Korpisolttu
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« Reply #93 on: July 26, 2014, 06:04:38 pm » |
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XIIcorps
Donator
Posts: 2558
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« Reply #94 on: July 26, 2014, 06:16:26 pm » |
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To be fair, they did present you with an abundance of targets. I didnt see any LV's flanking or even TD's they just tried to support creep and you cant do that vs AVRE or Strum. You need vech based AT or HHAT with sprint/fireup.
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CrazyWR
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« Reply #95 on: July 26, 2014, 07:11:46 pm » |
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it was triple PE on dutch countryside, where flanking is not possible. I had plenty of light vehicles, but we couldn't get around the 10000 marders and the fucked up pathing from all the trees.
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XIIcorps
Donator
Posts: 2558
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« Reply #96 on: July 26, 2014, 07:16:51 pm » |
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it was triple PE on dutch countryside, where flanking is not possible. I had plenty of light vehicles, but we couldn't get around the 10000 marders and the fucked up pathing from all the trees.
yeh im suprised the sturm didnt hit any of those single trees that make shopping trolleys of vechs.
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nikomas
Shameless Perv
Posts: 4286
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« Reply #97 on: July 26, 2014, 07:19:43 pm » |
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yeh im suprised the sturm didnt hit any of those single trees that make shopping trolleys of vechs.
The trees are not shotblockers.
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XIIcorps
Donator
Posts: 2558
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« Reply #98 on: July 26, 2014, 07:21:39 pm » |
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The trees are not shotblockers.
but lamposts are ?
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Korpisolttu
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« Reply #99 on: July 26, 2014, 07:25:15 pm » |
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I've seen lampposts stop sturm/avre, dunno about trees, but before the game started I tried to clear as many trees as I could from middle area.
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