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[PE] munition halftrack mines
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Topic: [PE] munition halftrack mines (Read 8805 times)
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Mysthalin
Tired King of Stats
Posts: 9028
Re: [PE] munition halftrack mines
«
Reply #20 on:
March 25, 2009, 10:51:19 am »
Ah, it was weapon cooldown, not ROF ^^.
And it does seem it's decreasingly multiplicative then, albeit a larger initial buff.
Still right about ability recharge times ^^.
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gamesguy2
Honoured Member
Posts: 2238
Re: [PE] munition halftrack mines
«
Reply #21 on:
March 25, 2009, 11:11:03 am »
Quote from: EliteGrens on March 25, 2009, 07:59:41 am
As a side note, when you get the Muni HT as Wehr reinforcements it doesn't decrease the mortar ROF or the reload speed.
Yes it does, it affects everything you own.
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EliteGrens
EIR Veteran
Posts: 240
Re: [PE] munition halftrack mines
«
Reply #22 on:
March 25, 2009, 11:23:58 am »
Why doesn't my mortar fire faster then?
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Mysthalin
Tired King of Stats
Posts: 9028
Re: [PE] munition halftrack mines
«
Reply #23 on:
March 25, 2009, 11:36:18 am »
because abilities are not affected by the muni HT ^^.
if you let it fire with attack ground, it would fire a bit faster.
I'm not certain if the cooldown on the mortar is that great for you to notice it, though.
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EliteGrens
EIR Veteran
Posts: 240
Re: [PE] munition halftrack mines
«
Reply #24 on:
March 25, 2009, 11:37:19 am »
Thats insanely stupid, and doesn't sound as if its worth it then.
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jackmccrack
EIR Veteran
Posts: 2484
Re: [PE] munition halftrack mines
«
Reply #25 on:
March 25, 2009, 11:42:06 am »
Dude, you get 2 M8 strength mines for 25 muni, the ability to lay a freakin Goliath, AND a cooldown aura. The Muni HT ROCKS.
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Let's talk about PIATs in a car.
Tymathee
Donator
Posts: 9741
Re: [PE] munition halftrack mines
«
Reply #26 on:
March 25, 2009, 11:45:30 am »
its very worth it with the mortar ht. Got vet 2 with one in half a game with a muni ht near by and then say you have one nearby with a atht firing focus fire, it fires a lil bit faster. It makes your whole army just a bit better when they all get near it. Try it with assault grens (drools)
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
EliteGrens
EIR Veteran
Posts: 240
Re: [PE] munition halftrack mines
«
Reply #27 on:
March 25, 2009, 11:47:50 am »
Either way,you can't have a Mortar Ht as Wehr with TH reinforcements, so its kinda useless.
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AmPM
Community Mapper
Posts: 7978
Re: [PE] munition halftrack mines
«
Reply #28 on:
March 25, 2009, 12:15:55 pm »
Tymathee, a MHT can do that without the MuHT, and if you cluster around it for the bonus all it does is make your whole army one big arty target.
I used to use one, then I dropped it and never looked back. Vampires are more useful with a Mortar HT, and they allow you to adjust your defenses as needed while locking down the sector with it.
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panzerjager1943
EIR Veteran
Posts: 659
Re: [PE] munition halftrack mines
«
Reply #29 on:
March 25, 2009, 12:55:31 pm »
So it won't affect the reload rate of the Mortar because it targets Hardpoint 1, the Mortar has 2 Hardpoints: Hardpoint 1 is the Free-Fire, Hardpoint 2 (unaffected) is the Barrage.
It's not useless because of this, use it on something like an MG42 team or (if you're PE) Gewehr 43s. It should also apply to the Sniper, and potentially Panzerschrecks. While it works on any weapon in Hardpoint 1, weapons that fire bursts and have short cooldown are not near as much in benefit as weapons that have long cooldowns and/or reload time.
«
Last Edit: March 25, 2009, 01:03:13 pm by panzerjager1943
»
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Tymathee
Donator
Posts: 9741
Re: [PE] munition halftrack mines
«
Reply #30 on:
March 25, 2009, 01:28:42 pm »
I never said all I used was barrage.
so changing the cool down from 8-6 to 6-4.5 isn't a big change for the mortar ht?
It wont affect reload because it seems it doesn't have a reload...
but i'd have to agree, vampires are much more useful especially against the brits and their blobs.
oh yeah...
MuniHT + Inf HT + 2 Schreck = Dead Vehicle.
«
Last Edit: March 25, 2009, 02:32:11 pm by Tymathee
»
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gamesguy2
Honoured Member
Posts: 2238
Re: [PE] munition halftrack mines
«
Reply #31 on:
March 25, 2009, 09:08:06 pm »
Quote from: Tymathee on March 25, 2009, 11:45:30 am
its very worth it with the mortar ht. Got vet 2 with one in half a game with a muni ht near by and then say you have one nearby with a atht firing focus fire, it fires a lil bit faster. It makes your whole army just a bit better when they all get near it. Try it with assault grens (drools)
Munitions HT does very little for MP44s, as they have almost no cooldown at their optimal range(short range).
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gamesguy2
Honoured Member
Posts: 2238
Re: [PE] munition halftrack mines
«
Reply #32 on:
March 25, 2009, 09:09:22 pm »
Quote from: Tymathee on March 25, 2009, 01:28:42 pm
I never said all I used was barrage.
so changing the cool down from 8-6 to 6-4.5 isn't a big change for the mortar ht?
It wont affect reload because it seems it doesn't have a reload...
but i'd have to agree, vampires are much more useful especially against the brits and their blobs.
oh yeah...
MuniHT + Inf HT + 2 Schreck = Dead Vehicle.
Mun HT doesn't affect the mortar barrage ability, which is what is used 95% of the time.
Thats also a good way to lose 2 shreks.
Quote
So it won't affect the reload rate of the Mortar because it targets Hardpoint 1, the Mortar has 2 Hardpoints: Hardpoint 1 is the Free-Fire, Hardpoint 2 (unaffected) is the Barrage.
It's not useless because of this, use it on something like an MG42 team or (if you're PE) Gewehr 43s. It should also apply to the Sniper, and potentially Panzerschrecks. While it works on any weapon in Hardpoint 1, weapons that fire bursts and have short cooldown are not near as much in benefit as weapons that have long cooldowns and/or reload time.
This. MuHT has a 25% reload and 25% cooldown reduction aura. Which means basically every AT weapon and every tank weapon fires 25% faster, thats the same bonus as the vet 0 cmd tank btw, minus the range/vision bonuses. The MuHT also makes certain automatic weapons like MG42, LMG42, FG42 significantly better, but not the MP44. When relic designed automatic weapons they made two kinds, the machine gun which fires a short burst with very high rof but long cooldown, and the SMG which fires nearly continuously with very very short cooldown. The MuHT affects the former a lot, the latter not at all. It also helps the G43 a little bit, but not the regular K98s because most of the delay between shots on the K98 is animation windup/down, not cooldown.
«
Last Edit: March 25, 2009, 09:13:58 pm by gamesguy2
»
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MistenTH
EIR Veteran
Posts: 199
Re: [PE] munition halftrack mines
«
Reply #33 on:
March 25, 2009, 09:22:22 pm »
To explain what gamesguy said, what relic does for a weapon is:
Soldier takes time to find a target.
Soldier takes time to get ready to fire, iron sighting his target. (windup)
Soldier fires burst of 3 rounds, stops, fires 3 rounds (cooldown)
Soldier takes time to cycle weapon after stop firing (bolt actions have some time, cycling the bolt, autos low/none?)
Soldier runs out of rounds, reloads (reload)
---
Relic actually modelled a soldier firing quite realistically.
«
Last Edit: March 25, 2009, 09:27:21 pm by MistenTH
»
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gamesguy2
Honoured Member
Posts: 2238
Re: [PE] munition halftrack mines
«
Reply #34 on:
March 25, 2009, 10:11:12 pm »
Hmm, just tested the MuHT, it doesn't seem to have affected a panther's reload speed.
So I'm guessing it only affects infantry. Its mines were awesome though.
Can a dev please confirm whether the MuHT aura affects vehicles and tanks? Reading the archive file says it should, but in game it doesnt seem to.
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Tymathee
Donator
Posts: 9741
Re: [PE] munition halftrack mines
«
Reply #35 on:
March 26, 2009, 02:37:52 am »
muni ht's dont seem to affect vehicles. they're really godly with schreck teams. its supposed to affect vehicles but there's no icon...
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