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Author Topic: Hummel idea  (Read 9602 times)
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DemonicTruism Offline
EIR Regular
Posts: 34


« on: March 31, 2009, 05:46:19 am »

Coolest doctrine idea ever - replace the barrage on the hummel with a single shot that has about 1/4 the cooldown. Precision arty style.

As an option of course - you could still use snail arty like some kind of failure rat if you wanted to.

Win or epic win?
« Last Edit: March 31, 2009, 05:54:24 am by DemonicTruism » Logged
sgMisten Offline
Donator
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Posts: 778


« Reply #1 on: March 31, 2009, 05:53:19 am »

Precision arty = great idea.

But some balancing needed. 4 precision strikes in time of normal barrage = 4 dead 57mms = screwed americans against tanks, for example.
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #2 on: March 31, 2009, 09:03:28 am »

Guaranteed hits on mortars, howitzers, and AT guns on the first shot would be far too brutal.  Inaccuracy is what balances out the high power of the artillery shot.

Hell with practice you could use it to smear snipers and elite infantry too.


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31stPzGren Offline
EIR Veteran
Posts: 455


« Reply #3 on: March 31, 2009, 09:23:53 am »

You meant a single shot with full cooldown? so alternating a single shot full accuracy as compared to a worthless barrage of fail?

That would be awesome and actually make artillery useful.

Besides, there is still the travel time to hit, so it isn't absolute gold.
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Leafedge Offline
EIR Veteran
Posts: 270


« Reply #4 on: March 31, 2009, 12:22:14 pm »

That is an awesome idea. The amount of firepower/time should be decreased overall, since the hummel typically does most of its damage on the first rounds anyway, but the ability to space out the rounds more in exchange for a shorter cooldown is a unique idea that actually encourages tactics and would make for a cool ability equivalent to what the old t3's were.
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #5 on: March 31, 2009, 12:26:18 pm »

Inaccuracy is what balances out the high power of the artillery shot.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #6 on: March 31, 2009, 12:30:18 pm »

But it would be a T3 or something along those lines. As if there won't be other T3's that are just as useful.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #7 on: March 31, 2009, 01:54:22 pm »

I like the idea as well like everyone else here.

Hummel or Priest could use such a thing, maybe a howizer as well? Or will rest of those units remain as a "I blob fire" ?
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acker Offline
EIR Veteran
Posts: 2053


« Reply #8 on: March 31, 2009, 05:11:56 pm »

Or will rest of those units remain as a "I blob fire" ?

Stop post blobbing. Blobbing words is also unacceptable. In fact, don't even blobbing.

Good grief, what's going to be a blob NEXT? Or do you pull this crap out from where the sun doesn't shine? Either that, or there's one hell of a grammar problem...or comprehension, on my part.


This idea is OP for obvious reasons. Unless it's a Tier or something. In which case, it could be a solid doctrine ability...we could even ask the OMG devs for how to code it, they have the exact same idea, except for the howitzer. Which would save time.
« Last Edit: March 31, 2009, 05:15:37 pm by acker » Logged
DemonicTruism Offline
EIR Regular
Posts: 34


« Reply #9 on: March 31, 2009, 05:45:07 pm »

My apologies in advance to OMG. I didn't know they had it. I just thought I'd had a sick idea on how to carry something like Sector Arty over to EiR and fix the Hummel in one go.

Also, OFC not perfect accuracy. Slight deviation would probably be a must for balance reasons.
« Last Edit: March 31, 2009, 05:52:35 pm by DemonicTruism » Logged
31stPzGren Offline
EIR Veteran
Posts: 455


« Reply #10 on: April 01, 2009, 02:29:09 am »

It will be balanced because of the travel time for the rounds. Anyone worth his salt will hear the arty fire and scramble all their forces IMMEDIATELY. I have not seen a good player who don't scramble their forces at the first sign of artillery fire.

Besides, its only one round and these buggers cost a bomb to buy. At most tag it with maybe a 50 munitions one use ability or something. This will be like the "earthshaker" round in DoW.
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Bubz Offline
EIR Veteran
Posts: 726



« Reply #11 on: April 01, 2009, 02:36:17 am »

Arty sniper? no thanks Grin
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #12 on: April 01, 2009, 08:27:09 am »

It will be balanced because of the travel time for the rounds. Anyone worth his salt will hear the arty fire and scramble all their forces IMMEDIATELY. I have not seen a good player who don't scramble their forces at the first sign of artillery fire.

57s and paks don´t move fast enough.... :p.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #13 on: April 01, 2009, 09:35:04 am »

i tought you meant make it like a STUH with great range and slower firing speed, that arty sniping is a joke: dont do it
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Draken Offline
Chess master
EIR Veteran
Posts: 1852



« Reply #14 on: April 01, 2009, 09:36:36 am »

Only as T4.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #15 on: April 01, 2009, 06:16:57 pm »

It will be balanced because of the travel time for the rounds. Anyone worth his salt will hear the arty fire and scramble all their forces IMMEDIATELY. I have not seen a good player who don't scramble their forces at the first sign of artillery fire.

How exactly does one scramble a MG? Or a mortar? Or even a built howitzer? Anything that has an extended pack-up time is screwed for obvious reasons. This is a really, really powerful ability you are talking about.

The OMG devs nerfed the timer on this to a minute or so for this reason...at the highest tier purchase. Not buying everything in their tier has a cooldown of...a lot more, I'm not sure how much.
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31stPzGren Offline
EIR Veteran
Posts: 455


« Reply #16 on: April 01, 2009, 08:08:24 pm »

How exactly does one scramble a MG? Or a mortar? Or even a built howitzer? Anything that has an extended pack-up time is screwed for obvious reasons. This is a really, really powerful ability you are talking about.

No it isn't. Just because something is going to break your "IMBA" support weapon spam and lock down doesn't mean its "powerful".

You guys are just over dramatising and playing up the ability. It is only a single shot, it will take out a single unit most of the time and if you don't cramp all your support weapons together in one spot, it won't do anything.

I also mentioned that it should be a full cooldown with a munition cost ability, used ONCE. How is this not balanced? In fact, this might even make it negligible.

Welcome to the idea of having to fight a "dynamic" battle. in EiR we're already complaining about the Calliope pwning a lot of things. You don't see people like me complaining about that shit, we learn to deal with it as IMBA as the calliope truly is.

Stop talking about how IMBA it will be and suggest how it can be balanced and add new style, variety or extra gameplay value.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #17 on: April 01, 2009, 10:03:19 pm »

This ability literally is capable of eliminating the vet (not retreating, eliminating) on most support weapon squads for no chance of dodge. It also completely ignores the Fog of War, which no other artillery system does. You don't see anything wrong with this?

Secondly, your entire post is blatantly wrong in its premise. Your original post states...

It will be balanced because of the travel time for the rounds. Anyone worth his salt will hear the arty fire and scramble all their forces IMMEDIATELY. I have not seen a good player who don't scramble their forces at the first sign of artillery fire.

Besides, its only one round and these buggers cost a bomb to buy. At most tag it with maybe a 50 munitions one use ability or something. This will be like the "earthshaker" round in DoW.

I clearly addressed the first part of your post, and why it was wrong. Unlike what you imply, I did state alternatives as to how this could be balanced in post #8, and how we could TAKE THE CODE FROM OMG.**

Interestingly enough, with a 50-munition cost, your barrage would have to kill the grand total of one MG squad to completely recoup its cost. I'm not exactly sure where you state that the barrage will have a full recharge cycle, unless the Earthshaker has something to do with it.

In short, your above post is miscommunication. And stop talking about implementation, and start looking for better ideas.***



*The only way I can see it being correct is if you brought up a completely new idea in the middle of the topic, and didn't bother to state it. If that's what "cost a bomb to buy" means.

**There's nothing wrong with that, since the idea appears to have been originally conceived without OMG influence. But I am of the impression that we should avoid baiting the OMG dev team if we can help it.

***This sentence makes no sense.
« Last Edit: April 01, 2009, 10:07:33 pm by acker » Logged
MannfredvonRitter Offline
EIR Veteran
Posts: 375


« Reply #18 on: April 01, 2009, 10:34:16 pm »

The stupid bloody AVRE already does this, so go and cry somewhere else. Now you will experience what the other side already does. Enjoy.

Calliopes are also already capable of vet hunting, so are snipers for that matter, your point is invalid because such a precision 'vet hunt' weapon already exists.
« Last Edit: April 01, 2009, 10:36:01 pm by MannfredvonRitter » Logged

acker Offline
EIR Veteran
Posts: 2053


« Reply #19 on: April 01, 2009, 10:52:55 pm »

I wasn't aware that the AVRE had a range of 250 units, and had a hidden firing motion. Nor was I aware that the sniper killed three men with every shot, and could wipe out support weapons in less than five seconds with little to no chance of withdrawal. Hell, I wasn't even aware that the sniper dealt 225 splash damage.

Thank you for correcting my misconceptions. Though I have one more point I want you to clear up: does the sniper have a 250-range indirect fire mode, like the AVRE?

Gross exaggeration over. Though your point is still wrong. I have yet to meet the idiot who physically can't dodge/retreat from the AVRE shot, considering that the AVRE has to be within 35 units of the target before it can start the animation, let alone the shot. It should be noted that one of Relic's reasons for removing sniper double-shot was due to the introduction of LTs/Captains. Which isn't really pertinent to EIR, but still holds merit as to why insta-vet elimination isn't a sound idea. Snipers have a delay time of around seven seconds per shot...hardly vet erasing.

This Hummel idea is quite different from the examples you have listed. If it came to it, balancing it would be best suited for Tiers, not upgrades.



On a more serious note, I wasn't aware that the Calliope instantly wiped out full squads. I was always under the impression that it fired a couple dozen rockets with a four-second start-stop motion, not counting flight time or animation. Like the other rocket-based artillery weapons, except more so. Though I suppose it should happen frequently against wounded squads, with the dancing effect the rockets do with their splash...but it sure as hell isn't a guaranteed KO on a full MG or mortar squad at all ranges, nor in the FOW.
« Last Edit: April 01, 2009, 11:18:23 pm by acker » Logged
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