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Author Topic: 6lbs gun  (Read 10842 times)
0 Members and 11 Guests are viewing this topic.
DuckOfDoom Offline
EIR Veteran
Posts: 318


« on: May 03, 2009, 01:04:41 pm »

I noticed that the 6lbs gun does not give green cover to its crew like the 57mm or the pak. Is this deliberate? If so, its quite useless, because it can be decrewed by volks firing at long range or get 1-shoted by a p4 in the face.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #1 on: May 03, 2009, 01:11:20 pm »

Green cover or not, mine are always fantastic.
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Malevolence Offline
Donator
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Posts: 1871



« Reply #2 on: May 03, 2009, 01:18:30 pm »

Fake AT gun is ftw xD
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panzerjager1943 Offline
EIR Veteran
Posts: 659


« Reply #3 on: May 03, 2009, 01:21:57 pm »

If it were to give green cover it could cloak everywhere.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #4 on: May 03, 2009, 01:41:57 pm »

Give the crew more health, then, or a better armor type, or some sort of accuracy modifier?
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #5 on: May 03, 2009, 01:44:47 pm »

Why? it has more flame resistance than any other ATG that way...
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #6 on: May 03, 2009, 01:48:54 pm »

Why? it has more flame resistance than any other ATG that way...

This
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #7 on: May 03, 2009, 01:54:41 pm »

And it's good enough already as you usually wouldn't have a mobile atgun...



Keep the cloak or give them green cover. You can decide what is better...
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acker Offline
EIR Veteran
Posts: 2053


« Reply #8 on: May 03, 2009, 01:56:59 pm »

Yeah, just in case they pull out a flamethrower instead of, say, shooting at it. Because 90% of all units out there are armed with rifles, pistols, SMGs, cannons...things that cover protects against, things that have much more range than a flamethrower.

Better flame protection is no excuse. I keep my troops away from roads, even though roads limit flamethrower damage.

Didn't the Brits lose the 17lbr for this? ATGs should be relatively functional, considering its cost.
« Last Edit: May 03, 2009, 01:59:05 pm by acker » Logged
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #9 on: May 03, 2009, 03:15:46 pm »

We did not remove the 17 pounder. Also, I think you are exaggerating claiming that it's 'useless' in its current state.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #10 on: May 03, 2009, 03:42:45 pm »

You are correct. Only 2 out of 3 doctrine choices lost the 17lbr, Royal Engineers has the ability to build them. My bad.

There's a reason why I didn't write 'useless', I'm not sure where I'm exaggerating.
« Last Edit: May 03, 2009, 03:44:37 pm by acker » Logged
Two Offline
EIR Veteran
Posts: 2079


« Reply #11 on: May 03, 2009, 03:46:49 pm »

The crew are incredibly weak even when in green cover, and everything seems to kill it though, seems impossible to miss from at guns and tanks.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #12 on: May 03, 2009, 03:51:06 pm »

Yeah, just in case they pull out a flamethrower instead of, say, shooting at it. Because 90% of all units out there are armed with rifles, pistols, SMGs, cannons...things that cover protects against, things that have much more range than a flamethrower.

Better flame protection is no excuse. I keep my troops away from roads, even though roads limit flamethrower damage.

Didn't the Brits lose the 17lbr for this? ATGs should be relatively functional, considering its cost.

I think you need to give them a try before coming here with the "LOLOLOLOL ITīS JUST A 57 BUT WITHOUT GREEN COVER AND AP ROUNDS".

They can cloak.
They canīt get killed instantly by flame units.
And they also have the mighty tommies with their mighty brens to make sure that tank wonīt get away alive.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #13 on: May 03, 2009, 04:07:46 pm »

I think you need to calm down, and think before posting.

Only the Wehrmacht has real flame weapons; the Flammenwerfer Halftrack, and the Pioneer Flamethrower. The chance that either of these is going to touch a 6lbr is miniscule in comparison to...well, pretty much everything else.

The other flame weapons in use don't follow the flamethrower table rules; they deal the same, if not more, damage to units in the open in comparison to heavy-cover units.*

In short, they lose a ton of ballistic protection (against everything from rifles to tank guns) for fire resistance against the Flammenwerfer Halftrack and the Pioneer Flamethrower. This is eerily reminiscent of the protection against penetration that Relic used to give to vetted Axis Halftracks. If you think this is fair, I have nothing else to say.


The only "advantage" that the 6lbr has is that it can cloak in cover. Sort of like how the 57mm gets the "advantage" of AP rounds, and the Pak gets the "advantage" of cloak.

*I'm not sure about this for the Nebelwerfer. Though COH-stats says that Nebels deal more dmg against open/default cover units than heavy-cover units (not a typo), I'm still looking for the burn time modifiers.
« Last Edit: May 03, 2009, 04:28:59 pm by acker » Logged
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #14 on: May 03, 2009, 04:23:29 pm »

It works just fine, trust me =)

That and when you use a Tommy squad or Sappers to reman it they get the LT aura bonus. Not sure how that affects the fun though.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #15 on: May 03, 2009, 04:26:19 pm »

Green cover or not, mine are always fantastic.

Everything is just fine for you Cool. I haven't seen you post a complaint about a unit in a long time.

Moving along...
« Last Edit: May 03, 2009, 04:31:00 pm by acker » Logged
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #16 on: May 03, 2009, 04:33:02 pm »

Not everything, I commented on the AVRE timer and the Churchill Croc main gun not working.

Perhaps I just know how to use my ATGs?

If your ATG is under heavy fire and it can cloak, its dead anyway since your position is overrun. No amount of green cover will save them.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #17 on: May 03, 2009, 04:40:53 pm »

No kidding. But dying from long-range fire and tank shots isn't exactly the same thing as heavy fire.

And, considering that heavy cover halves damage/accuracy from ballistic weapons and tank guns (and reduces most other dmg except for the two mentioned weapons)...it is a pretty big deal. Especially when under moderate fire. And, for that matter, when facing tanks.

If the unit would die anyways when under heavy fire, then why not give it defensive protection in one form or another? According to your logic, it would die anyways when under heavy fire, and wouldn't matter in such a scenario. The only time when this would be beneficial would be long to medium range infantry fire and tank fire. Which an AT gun should be able to withstand, to a certain extent, so it can withdraw or fire back.

I'm not sure how you can argue that the 6lbr doesn't need some form of protection. Every other AT gun has it for a reason only knownst to Relic and the devs.
« Last Edit: May 03, 2009, 04:45:53 pm by acker » Logged
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #18 on: May 03, 2009, 04:43:47 pm »

I usually have mine on Hold Fire, till I can get the Button off.

Same with the PIATs.

Never leave them on fire at will.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #19 on: May 03, 2009, 04:48:50 pm »

Good to see you know how to use it, and that it isn't useless.

Anything else about flame weapons (Nebel)? From COH-Stats, I haven't been able to find any different modifiers for the burn AOE effect...but I haven't found anything on that at all. I'm assuming that it's covered under the general weapons description. Still...searching...

Bad wording FTL, on my part.

Wait...how the hell does an Incendiary Grenade do less dmg to entrenched units? Something is screwed up. COH-Stats has failed me...
« Last Edit: May 03, 2009, 04:55:44 pm by acker » Logged
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