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Author Topic: Locked Down Marder > Firefly + Command tank  (Read 5846 times)
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RikiRude Offline
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« on: February 25, 2009, 03:51:52 pm »

I did not realize that the marder once locked down out sights (by 10 units) and out ranges (by 5 units) a firefly WITH a command tank (vet 2 no less). So as a warning to british players, those locked down marders that are raping your immobile AT guns, don't think a firefly is going to help, better off trying to flank with infantry + cromwell =/

I was under the assumption that a firefly with a command tank had the longest range of any tank/vehicle.
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Malevolence Offline
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« Reply #1 on: February 25, 2009, 03:59:10 pm »

Locked down marders maintain a range 4 less than that of a 17 lber AT gun and have the same range as a Firefly with a command tank.
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RikiRude Offline
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« Reply #2 on: February 25, 2009, 04:07:14 pm »

go to coh-stats and take a look, ill post numbers, plus last game I played I learned this the hard way, locked down marder out ranges and out sights.

Marder Sight radius 35, with lockdown (lock down adds +20 to sight radius) 55. Marders gun, range of 60.

Firefly, 35 view radius, with tank commander (adds +10 sight radius) 45, add in command tank (+5 sight radius) goes to 50, level 2 command tank, which im guessing is vet 2, adds another +5 to sight radius, so that brings up locked down marder and firefly to the same sight radius. The 17 pounders gun has a range of 55, with command tank vet 0, you get +2.5 range, and vet 2, +2.5.

In conclusion, a locked down marder = firefly with tank commander + vet 2 command tank. And a locked down marder will out range and out sight a firefly under all other circumstances.

But you are right the marder is 4 less then the AT gun, now I'm trying to figure out why last game our AT gun was not firing on the in range marder.
« Last Edit: February 25, 2009, 04:24:32 pm by RikiRude » Logged
brn4meplz Offline
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« Reply #3 on: February 25, 2009, 04:19:16 pm »

The Marder has the same range as a vet 2 command tank'd FF. And the sights is the same as long as you have the tank commander upgrade(and it's a FF, why wouldn't you?) the thing that will kill your FF is the fact that the marder is probably going to fire first, and while under the effects of Site main gun it gets about the same reload bonuses as your FF and gets the nice 165 dmg shots where as the FF is doing 125. and thats not including the dmg mods it gets to the Sherman classification of the FF.(assuming it's still in EiR?) But it's PE's dedicated AT weapon and quite frankly if you use some micro it's not that hard to deal with, Cloaked paks auto fire Tanks but won't touch infantry, where as the marder will auto fire infantry thus eating a round and buying you a full reload cycle to win the fight
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Smokaz Offline
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« Reply #4 on: February 25, 2009, 04:47:32 pm »

It does not get the sherman bonus
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brn4meplz Offline
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« Reply #5 on: February 25, 2009, 04:56:46 pm »

Well even still it's going to out perfrom the FF but only margianlly that first shot is crucial to the Marder winning
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Sach Offline
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« Reply #6 on: February 25, 2009, 04:56:59 pm »

marder ofc is 8 pop and firefly + command tank is what? 18?
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Piotrskivich Offline
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« Reply #7 on: February 25, 2009, 04:59:57 pm »

Thats kinda like saying,

Mg 42 is 4 pop,

3 rifles for a rush is like 15?
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Sach Offline
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« Reply #8 on: February 25, 2009, 05:01:31 pm »

not really.

My point is, the firefly  and marder are very similar beasts. They essentially do the same role. The firefly is a lot more flexible and better for it but remember its so much more pop cap.
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Smokaz Offline
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« Reply #9 on: February 25, 2009, 05:03:39 pm »

When it locks down its a sitting duck, sic a 57mm on it and its dead. Firefly can still move
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EscforrealityTLS Offline
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« Reply #10 on: February 25, 2009, 05:05:52 pm »

A firefly can go toe to toe with a panther though, so lowering it pop would very much out of the question. Beside the Marader is considered the PE's ATG as they don't get a PAK, 57mm of 17pounder.
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MistenTH Offline
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« Reply #11 on: February 25, 2009, 05:07:13 pm »

The 17 Pounder even though it outranges the Marder 3 in theory in practice doesn't. Because the size of the emplacement pushes the gun further back. That's why on first release the Marder 3 could snipe out of range of the 17 pounder. Numbers made them even but since 17 Pounder was so big the emplacement itself was in range of the Marder 3 whereas the 17 pounder was not. Now it's made just that the Marder 3 is in range of the 17 pounder gun and not just the emplacement.

When it locks down its a sitting duck, sic a 57mm on it and its dead. Firefly can still move

Locked down Marder at max range can still unlock fast enough to avoid 57mms. Arguably being only 1 unit to micro, plus with its own sight bonus extension, gives you more reaction time than any other AT platform.
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Smokaz Offline
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« Reply #12 on: February 25, 2009, 05:08:11 pm »

Good luck circling a firefly btw
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brn4meplz Offline
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« Reply #13 on: February 25, 2009, 05:16:19 pm »

They may have similar uses on the surface, but the FF has good reason to be more population. The marder is essentially a AT gun on wheels, but it doesn't exactly shine in this capacity. the FF has range, damage and a turret, it also has great synergies with Bren tommies. The marder now has no such synergy because the ATHT no longer instant immobilizes(and for good reason) Also FF's don't take damage from small arms fire but a Marder will. To be really effective and remain alive you need 2 Marders on the field to cover one another, a schrek squad suffices in this role but only marginally. If it misses the shot or hits front armour your still going to lose the Marder to circle strafe.

But arguing pop cap issues like this is a null point as your not going to call in a FF to deal with a marder when you can use a Bren tommy squad or Piat sappers to perform the same task.(and potentially from behind an object) Thats like bringing on an HMG to kill a sniper
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Killer344 Offline
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« Reply #14 on: February 25, 2009, 05:21:56 pm »

Good luck circling a firefly btw

If you get enough close to it, idk really what is it, but the reload time of the FFs at close range is fucking huge, so you will probably kill it anyway.
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CafeMilani Offline
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« Reply #15 on: February 25, 2009, 05:52:47 pm »

if that really happned, ur micro is so bad that...dunno..omg just worst
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panzerjager1943 Offline
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« Reply #16 on: February 25, 2009, 06:18:21 pm »

I think I cut the marder sight bonus from 20 down to 5.. don't recall exactly. It'd require someone to test it. I know I removed the damage bonus against M10s and Shermans.

Those were all balance-playtest changes.
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salan Offline
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« Reply #17 on: February 25, 2009, 06:28:27 pm »

it would be whats in the .003 changelog then
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gamesguy2 Offline
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« Reply #18 on: February 25, 2009, 08:36:19 pm »

I think I cut the marder sight bonus from 20 down to 5.. don't recall exactly. It'd require someone to test it. I know I removed the damage bonus against M10s and Shermans.

Those were all balance-playtest changes.

If you implemented the beta changes then the marder gets only 5 sight bonus from locking down aye.

It should probably lose a pop cost and maybe 20 fuel if the sight bonus is gone though.   Because it will be a significant nerf and the marder balanced decently atm.
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UnderpoweredAll Offline
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« Reply #19 on: February 26, 2009, 02:37:12 am »

I think I cut the marder sight bonus from 20 down to 5.. don't recall exactly. It'd require someone to test it. I know I removed the damage bonus against M10s and Shermans.

Those were all balance-playtest changes.

If you implemented the beta changes then the marder gets only 5 sight bonus from locking down aye.

It should probably lose a pop cost and maybe 20 fuel if the sight bonus is gone though.   Because it will be a significant nerf and the marder balanced decently atm.

Marder lost sight range an in addition it also lost the damage bonus versus shermans, think there was more but I can't remember off the top of my head.
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