Support EIR:R

April Goal:$20.00
Net Balance:$0.00
Below Goal:$20.00
We have reached 0% of our goal!

EIR Menu


Welcome, Guest. Please login or register.
Did you miss your activation email?
April 07, 2020, 11:04:21 pm

Login with username, password and session length


[Yesterday at 11:46:49 am]

[April 03, 2020, 02:24:27 pm]

[April 03, 2020, 05:16:19 am]

[April 02, 2020, 11:21:30 am]

[April 02, 2020, 04:20:44 am]

[March 28, 2020, 03:36:13 pm]

[March 22, 2020, 07:37:25 am]

[March 19, 2020, 11:12:28 am]

[February 28, 2020, 06:11:31 pm]

[February 16, 2020, 04:25:10 am]
Mod of the Year Awards

Most Innovative Multiplayer Nominee

Award Recipient

Pages: [1]
Author Topic: RRs  (Read 2102 times)
0 Members and 1 Guest are viewing this topic.
fabulous_rug Offline
EIR Member
Posts: 54

« on: October 06, 2018, 04:42:19 am »

Another thing I would like to bring attention to are recoiless rifles, and with Volskinator's upcoming doctrine reworks it seems like the perfect opportunity to discuss them.

After playing some frustrating games with Speedy we formed the opinion that they are due in for a nerf. RRs have been the single best piece of handheld AT for a long time now but at the current state they are unbearable to face. With 6 men per squad, airborne armor, fire-up, the ability to shoot with near full accuracy in smoke atop any other doctrinal buffs RRs are incredibly difficult to fight. Its even worse when you realize that they are still potent even after losing 4 models in the squad, and in conclusion it allows you to stroll around the map with a blob of 2-3 squads and delete vehicles in two or even just one instantaneous, pin-point accurate laser-guided shots.

This has become extremely apparent to me as of late with the changes to repairs. It used to be that the King Tiger or other heavies could slug it out with RRs as long as you had the sight advantage but now having a limited amount of repairs (that also make you completely vulnerable while using them) ensures that no one will be able to halt the blob without a hummel or a nebelwerfer, but even then they are not a solid counter (see fire-up and heals).

One could argue that this is countered by the RRs' high price but I disagree, I would rather see a less potent but cheaper version than the mobile nukes we have now. Regarding nerfs, I believe that the RRs could stand to lose some of their potency OR reduce the survivebility of the squad itself. A decrease to accuracy in smoke would be a good addition to one of the two as well.

Would love to hear thoughts and opinions

P.S. nerf leig range
« Last Edit: October 06, 2018, 10:18:23 am by fabulous_rug » Logged
TheArea Offline
EIR Member
Posts: 246

« Reply #1 on: October 06, 2018, 01:12:46 pm »

Yea, they need a fix. Their accuracy is lol, and what is their hard counter? Nothing on treads that's for sure.
« Last Edit: October 07, 2018, 12:20:50 pm by TheArea » Logged
NightRain Offline
EIR Veteran
Posts: 3924

« Reply #2 on: October 06, 2018, 10:53:10 pm »

Yea, they need a fix.

Rug's post summarizes them well.

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.
shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1577

« Reply #3 on: October 07, 2018, 02:02:15 am »


fabulous_rug Offline
EIR Member
Posts: 54

« Reply #4 on: October 07, 2018, 02:07:06 am »

Why don't you P for starters AbsentCoil
Pages: [1]
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.072 seconds with 42 queries.