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Author Topic: [PE]The problems of PE  (Read 6920 times)
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sgMisten Offline
Donator
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Posts: 778


« Reply #20 on: March 13, 2009, 08:21:38 pm »

PZG armour type reduces damage from mostly infantry-based weapons, though automatic weapons like the thompson do high damage, but does almost nothing for other weapons like grenades, flames and tanks.

If the armour type is changed, the HP of the PZG has to go up, because they have been given lower HP than standard infantry to 'makeup' for the new armour type. Don't ask me why Relic did it that way.
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gamesguy1 Offline
EIR Veteran
Posts: 135


« Reply #21 on: March 14, 2009, 03:39:28 am »

Thats a pretty silly example, gamesguy.

Hey, it happened. And man was I proud of my little armored car. Grin

Quote
Also, at least one of the veterancy levels (preferably the first) needs to increase its damage. Its a offensive unit, not a damage soak. Hopefully AC will also be targeted by the "reduction in neccessary experience to level up"-buff all "mediocre" units soon will receive by Salan's grace

+5 vision and the 20% received accuracy bonus would be enough at vet 1 IMO.  Its gun actually has 40 range, so if it got 40 sight, it could kite infantry.  It would take a lot of micro, but its doable.  The problem with halftrack armor, is it takes 50% more damage from AT guns, which means with that armor a single hit from a 57mm will kill your vetted AC.  Changing armor types tend to have unintended consequences.

Something like this would work better I think:

Vet 1: +5 LOS, -20% received accuracy
Vet 2: +2.5 LOS, +2.5 range, +20% damage
Vet 3: +2.5 LOS, +2.5 range, -25% received damage, overdrive cooldown reduced to 45 seconds.

This way, at vet 1 you can sort've kite infantry the same way a cromwell can, at vet 2 you get more room for error when kiting plus extra damage to help you gain vet faster, and at vet 3 the AC has 45 range and 45 LOS meaning a well microed AC should not die to infantry.   It also becomes more resistant to AT(but not overly so, 57mm still two shots it), and gains a overdrive bonus which essentially allows the AC to be on overdrive 3/4 the time its on the field.

I would personally pay for this vet, and it wouldn't be overpowered.  At vet 3 the AC becomes a infantry harassing monster, but its counters will still kill it fairly easilly if you don't pay attention.
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #22 on: March 14, 2009, 12:36:47 pm »

Building on what gamesguy said and going off the original vet table I agree that vet 2 should provide an added bonus such as sight range.

Question: Does penetration affect shooting into garrisoned buildings?
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Let's talk about PIATs in a car.
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #23 on: March 14, 2009, 01:57:58 pm »

PE units themselves are fine, PE vet right now is crap, thats the issue. Vet 1, recieved accuracy, Vet 2, more HP, Vet 3 higher damage or something.

Mainly, PE infantry is UP if it has no IHT, why? The weapons their armor type protects well from are early game for vCoH, but in EIR there is no early/mid/late tech game, anything can come out at any time.

In vCoH Group Zeal goes a long way towards boosting durability.

I still think its worthless to talk about unit balance before the Doctrines and new Vet tables are out.
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MannfredvonRitter Offline
EIR Veteran
Posts: 375


« Reply #24 on: March 17, 2009, 10:12:00 pm »

PE units themselves are fine, PE vet right now is crap, thats the issue. Vet 1, recieved accuracy, Vet 2, more HP, Vet 3 higher damage or something.

Mainly, PE infantry is UP if it has no IHT, why? The weapons their armor type protects well from are early game for vCoH, but in EIR there is no early/mid/late tech game, anything can come out at any time.

In vCoH Group Zeal goes a long way towards boosting durability.

I still think its worthless to talk about unit balance before the Doctrines and new Vet tables are out.

I quote this post because it sounds good. Reality is all the successful PE players are spamming IHTs to be competitive, that shouldn't need to be the case....
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #25 on: March 17, 2009, 11:56:20 pm »

none of this will be an issue soon, PE get some major reworking!

mmmm..!
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