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Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
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Topic: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone (Read 8969 times)
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[AB]RikiRude
EIR Veteran
Posts: 494
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #20 on:
May 22, 2008, 07:22:21 pm »
Panthers are amazing! Like said they are the fastest tank in the game, faster even then vet 1 shermans or at least as fast as them I believe. They are horrible at AI, but they annihilate shermans, and as long as you aren't getting hit by tank reapers or AP rounds can handle quite a few shots. You can also circle around AT guns if they give you a problem. But as long as you have some support even if it's just some volks you can do wonders with it. And man oh man, once a panther gets vet 2 with the MG on top they do a good job at messing up infantry.
While on the subject of ally nerfs, any one else notice how often bazookas penetrate stugs from the front? It's pretty ridiculous.
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My available companies:
Allies:
*AB company going for raid assault
Infantry going for tank reapers
Axis:
*Defensive going for rocket artillery
Blitz going for lightning war
And an experimental Terror company going for subversion consisting of all volks and two King Tigers
jackmccrack
EIR Veteran
Posts: 2484
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #21 on:
May 22, 2008, 08:28:03 pm »
Riki, I don't know what you're trying to say, but Bazookas only penetrate frontal Stug armor 33% of the time.
Logged
Let's talk about PIATs in a car.
[AB]RikiRude
EIR Veteran
Posts: 494
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #22 on:
May 22, 2008, 08:58:22 pm »
33% of the time means that if there are 2 squads of rangers it's almost a guaranteed hit or two. And with the stugs horrible anti infantry (even if you have HEAT rounds these things are horrible against infantry) and even at vet 1 a single squad of rangers have no problem dealing with a stug. So 33% is actually 66% since there are two zookas in a squad.
Whichhhhhh equals rangers will fair much better against a stug then an upgunned sherman.
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Warbirds
EIR Veteran
Posts: 673
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #23 on:
May 22, 2008, 09:01:36 pm »
Keep backing up when facing any man packed AT. It's what I do. And when you get a vet 2 StuG you'll find the MG on it really helps when supporting your infantry. Just remember, your StuG is an assault gun, not a tank. Support it and it will be fantastic. Don't support it, and it will fail.
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jackmccrack
EIR Veteran
Posts: 2484
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #24 on:
May 22, 2008, 09:02:05 pm »
Quote
rangers will fair much better against a stug then an upgunned sherman
well duh!
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BoDyBaG2224TLS
EIR Veteran
Posts: 798
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #25 on:
May 22, 2008, 09:04:48 pm »
Warbirds brings up a good point many people miss. The Stug is an Assault Tank, so you need to support it or it will fail miserably, it is like Arty (bear with me) it is not necessary, but increases the firepower of the combined forces you have.
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http://www.google.com/patents?id=hhYJAAAAEBAJ
wraith547EIR
EIR Regular
Posts: 45
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #26 on:
May 22, 2008, 09:05:24 pm »
Quote from: Warbirds on May 22, 2008, 09:01:36 pm
Keep backing up when facing any man packed AT. It's what I do. And when you get a vet 2 StuG you'll find the MG on it really helps when supporting your infantry. Just remember, your StuG is an assault gun, not a tank. Support it and it will be fantastic. Don't support it, and it will fail.
If it is on a fairly open map, most of our customs are fairly crowded with houses, stugs struggle with corners, primarily because of their long aim-time.
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BoDyBaG2224TLS
EIR Veteran
Posts: 798
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #27 on:
May 22, 2008, 09:27:31 pm »
Which is why you try to keep any kind of tank out from bottled up city streets. It doesn't just affect the stug, if a city has not been cleared your tank can have a lot of trouble.
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TodlichPanther
EIR Veteran
Posts: 442
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #28 on:
May 23, 2008, 12:21:39 am »
any tank with a turret is fine.
Logged
Quote from: Ucross on April 11, 2008, 09:15:48 am
Also, I lost a game due to not enough anti-infantry units, so airborne get double damage at each vet level.
More changes to come.
AmPM
Community Mapper
Posts: 7978
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #29 on:
May 23, 2008, 01:08:05 am »
Not true, tanks all go retarded at close quarters. Only things I take into a city willingly are STuHs.
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TodlichPanther
EIR Veteran
Posts: 442
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #30 on:
May 23, 2008, 01:44:28 am »
i take p4's into cities, i hate them, and want them to die
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Sach
EIR Veteran
Posts: 1211
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #31 on:
May 23, 2008, 04:56:47 am »
- Panthers have the longest range of any tank currently in the game. They are dedicated tank destroyers that are fast, powerful and can shoot insanely far. They are not meant for AI duty and really you should not use them as such.
-Again, Stugs are cheap mobile tank destroyers, cost for cost they are devestating against allied tanks and with heat rounds or GS can beat M10s a lot of the time. They are not meant for AI, thats the StuH which incidentally is devestating to ranger blobbers.
Its kind of like saying, 'anyone noticed how bad snipers are against jeeps? I keep losing!'
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Sach Wins!
Would people please stop killing my AVREs. Not cool.
UnLimiTeD
EIR Veteran
Posts: 554
Re: Allies OP, nerf allies, NERF NERF zomg!!!1!111oneone
«
Reply #32 on:
May 23, 2008, 06:42:35 am »
Yeah, we should really nerv jeeps.
I go for half speed and sight range.
If anyone thinks they are too weak then, reduce incomming accuracy by 50% and make them come in squads
.
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Hey, it's not going to happen
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