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What unit/ability do you anticipate most with 2.0?
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Topic: What unit/ability do you anticipate most with 2.0? (Read 28912 times)
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stumpster
Honoured Member
Posts: 2197
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #60 on:
April 29, 2008, 07:21:29 pm »
Quote from: CommanderHoltz on April 29, 2008, 07:07:24 pm
Quote from: Warbirds on April 29, 2008, 05:04:24 pm
Quote from: CommanderHoltb on April 27, 2008, 08:10:00 pm
But the Treadbreaker will most likely have a much longer range then a sticky bomb.
You realize you're comparing a cannon to some yokel's throwing arm.
Just saying that Treadbreaker is much better then sticky bombs since they can be used at a much longer distance. (although most likely limited to 1 use instead of the stickys 4 in order to compenate.)
Yeah, this is true, but you also gotta remember what units these things come on. Rifles with Stickies are still worthwhile, and can fight effectively, even after using a Sticky. ATHT's on the other hand can do very little OTHER than Treadbreaker or Focused Fire.
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Step out of the way. He'll keep going until he hits a wall, that being Akranadas. Let him go unmolested, his journey will take less time.
Dukka
EIR Regular
Posts: 27
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #61 on:
April 29, 2008, 07:52:40 pm »
Quote from: stumpster on April 29, 2008, 07:21:29 pm
Quote from: CommanderHoltz on April 29, 2008, 07:07:24 pm
Quote from: Warbirds on April 29, 2008, 05:04:24 pm
Quote from: CommanderHoltb on April 27, 2008, 08:10:00 pm
But the Treadbreaker will most likely have a much longer range then a sticky bomb.
You realize you're comparing a cannon to some yokel's throwing arm.
Just saying that Treadbreaker is much better then sticky bombs since they can be used at a much longer distance. (although most likely limited to 1 use instead of the stickys 4 in order to compenate.)
Yeah, this is true, but you also gotta remember what units these things come on. Rifles with Stickies are still worthwhile, and can fight effectively, even after using a Sticky. ATHT's on the other hand can do very little OTHER than Treadbreaker or Focused Fire.
I dunno, I think depending on the ATHT's cost and Treadbreaker's cost/conditions, it might be a very cost effective way to rush out, knock the mobility off a fresh tank, then either fall back or full retreat.
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[AB]RikiRude
EIR Veteran
Posts: 494
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #62 on:
April 29, 2008, 08:25:54 pm »
I'm sure ATHT will still be useful for picking off infantry.
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demoner
EIR Veteran
Posts: 212
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #63 on:
April 29, 2008, 08:31:09 pm »
the treadbreaker shot does no damage. On board mechanics or engineers will fix that up good.
Treadbreaker is ment to be used so then the ATHT can shoot at tanks outside their range. However, the ATHT is useless against anything big and takes forever to even kill a greyhound. I don't think youll see many people sinking points into it.
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Duvka
EIR Veteran
Posts: 159
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #64 on:
April 29, 2008, 08:35:21 pm »
Quote from: demoner on April 29, 2008, 08:31:09 pm
the treadbreaker shot does no damage. On board mechanics or engineers will fix that up good.
Treadbreaker is ment to be used so then the ATHT can shoot at tanks outside their range. However, the ATHT is useless against anything big and takes forever to even kill a greyhound. I don't think youll see many people sinking points into it.
I always use ATHT in vCoH 1v1. They work really well with the Tank hunter doctrine.
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Profile's: Duvka, Razor, KleinInDerHosen, Akvud.
GammaCommander
EIR Veteran
Posts: 651
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #65 on:
April 29, 2008, 08:53:42 pm »
Quote from: demoner on April 29, 2008, 08:31:09 pm
the treadbreaker shot does no damage. On board mechanics or engineers will fix that up good.
Treadbreaker is ment to be used so then the ATHT can shoot at tanks outside their range. However, the ATHT is useless against anything big and takes forever to even kill a greyhound. I don't think youll see many people sinking points into it.
You mean besides the fact that it is basically a long range sticky bomb? I don't see anyone complaining about sticky bomb being worthless on tanks because Pioneers/Repair Bunkers can fix it.
Really, if you do not see the advantage of the AT HT, you must be blind to gameplay mechanics.
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AirborneCommander - Blank
DeltaCommander - Blank
ThetaCommander - Axis Defensive
GammaCommander - Allied Armor
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DerangedGerman
EIR Veteran
Posts: 448
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #66 on:
April 29, 2008, 09:09:56 pm »
Yeah. Even IF the AT guns sucks. You could spam them to produce workable results! Everybody wins!
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Proud mapper for both OMG and EIR.
demoner
EIR Veteran
Posts: 212
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #67 on:
April 29, 2008, 09:55:41 pm »
nono
I'm talking about people saying you would just run in, tread break, and already make up for your cost. You're still gonna have to kill the tank or its easily repairable.
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Days of War
Official Axis Propoganda Minister
EIR Veteran
Posts: 1164
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #68 on:
April 29, 2008, 10:35:11 pm »
Quote from: demoner on April 29, 2008, 09:55:41 pm
nono
I'm talking about people saying you would just run in, tread break, and already make up for your cost. You're still gonna have to kill the tank or its easily repairable.
Well, if you break the treads and run off leaving it alone, you deserve for it to get repaired.
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Haroquen
EIR Veteran
Posts: 98
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #69 on:
April 29, 2008, 10:41:22 pm »
It's not like you can exactly treadbreak a tank and d00m it forever. An armor heavy player should have engineers somewhere nearby to fix it. If he doesnt, he deserves to have it scuttled or stranded for the rest of the game.
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I hate. <3
GammaCommander
EIR Veteran
Posts: 651
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #70 on:
April 29, 2008, 11:11:31 pm »
Quote from: Haroquen on April 29, 2008, 10:41:22 pm
It's not like you can exactly treadbreak a tank and d00m it forever. An armor heavy player should have engineers somewhere nearby to fix it. If he doesnt, he deserves to have it scuttled or stranded for the rest of the game.
Once again, you capitalize on this opportunity. Immobilize his tank if possible, and then proceed to push with the rest of your infantry. It's a support, don't expect it to do something on its own.
It's a long range Sticky Bomb, what else more would you want?
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DerangedGerman
EIR Veteran
Posts: 448
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #71 on:
April 29, 2008, 11:16:13 pm »
It as an ability, not as the entire purpose of a unit.
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Thtb
The German Guy
EIR Veteran
Posts: 3875
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #72 on:
April 30, 2008, 06:35:49 am »
I anticipate my attempts to get booby traps in.
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Quote from: Unkn0wn on December 20, 2008, 05:57:19 am
Germans like to cause total chaos.
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UnLimiTeD
EIR Veteran
Posts: 554
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #73 on:
April 30, 2008, 07:34:10 am »
Everyone accepts AP Rounds are a useful ability, yet still there are people complaining the HMG is too weak.
Which I don't agree on anymore.
I guess for the ATHT, the axis upgradepolicy would work well, get treadbreaker shot as a cheap upgrade on vet 1.
This unit might be weak Antitank, but its got high range, high accuracy, and high speed.
And it can take on infantry, atleast no-vet.
The ultimate kiteunit.
Already.
Without Abilities.
Still, I'm trying Brits, PE is too HTfocused.
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Hey, it's not going to happen
TheDeadlyShoe
Weapon of Math Destruction
EIR Veteran
Posts: 1399
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #74 on:
April 30, 2008, 10:04:31 am »
There's a gigantic difference between treadbreaker and sticky bomb, namely that sticky bomb only does engine destroy / immobilize if the tank goes below 40-50% health. Tread breaker gets engine destroy / immobilize against tanks at any health level. And its far harder to defend against tread breaker.
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Libertine
EIR Veteran
Posts: 267
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #75 on:
April 30, 2008, 10:34:53 am »
Quote from: TheDeadlyShoe on April 30, 2008, 10:04:31 am
There's a gigantic difference between treadbreaker and sticky bomb, namely that sticky bomb only does engine destroy / immobilize if the tank goes below 40-50% health. Tread breaker gets engine destroy / immobilize against tanks at any health level. And its far harder to defend against tread breaker.
true. however ... the AT Halftrack is a lot more likely to die vs. a Sherman or M10 then say Riflesquad vs. Stug or PzIV(without MG42)
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Ucross
Honoured Member
Posts: 5732
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #76 on:
April 30, 2008, 11:40:59 am »
Also, the broken treads on a tank can be repaired in 5s, whereas a sticky bomb which does damage, will require 5min sometimes to try to remove engine damage.
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Niichts
EIR Veteran
Posts: 57
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #77 on:
April 30, 2008, 12:14:31 pm »
Focus Fire on AT-HT is also...spectacular.
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GammaCommander
EIR Veteran
Posts: 651
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #78 on:
April 30, 2008, 04:16:41 pm »
Quote from: Ucross on April 30, 2008, 11:40:59 am
Also, the broken treads on a tank can be repaired in 5s, whereas a sticky bomb which does damage, will require 5min sometimes to try to remove engine damage.
That's a downside, though the AT HT would still be pretty friggin awesome. Just keep shooting the tank while they try to repair it. Regardless, a properly used AT HT with support units will make mincemeat of most vehicles. I'd love to just say "gg" to one of CommanderNewbie's rushing Crocs.
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UnLimiTeD
EIR Veteran
Posts: 554
Re: What unit/ability do you anticipate most with 2.0?
«
Reply #79 on:
April 30, 2008, 05:10:02 pm »
How will they do against regular AT Guns?
low hitpoints, and as far as I know no strong incomming accuracy modifier.
1 APshell for exsample. Thats an ability, too.
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