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Messages - w00tm0ng3r
1
« on: February 23, 2010, 08:41:53 AM »
You're correct in saying it wasn't at full health, Id say 60 % and you'd be correct in saying the Panzer went for point blank.But I spoke the truth,I lost my IS-2 to a standard Panzer the Panzer could shoot faster thus getting more damage in and none was absorbed because it (as I said before) went for point blank rear. Another irritant was when my IS-2 (at around 55% health) was taken out by a single grenadier, point blank with a panzershreck( not single Squad, SINGLE soldier 0.o .I had no Anti infantry units in the area)
I'm sorry but both of those sound like extreme player fail. Getting point blanked in the ass is not a situation you should make a habit of putting your tanks in, especially when the IS2 is just as fast as the pz4. Even then, the pz4 should just barely win, so it sounds like you also had no support for it. The second case is just sad. At 50% health it would still take a schreck at least 5 shots to kill the IS2, and they shoot once every 8 seconds on average, so you had your IS2 getting pounded point blank by a single man for at the minimum 32 seconds (assuming all 5 hits penetrate and no 5% bs) by your own admission without support... This is not a balance issue so much as massive epic fail on your part. Bad luck also seems to be a factor since your IS2 could've fired up to four times in that time if he wasn't circle strafing you, and they're extremely powerful against infantry. Just because it's a heavy tank doesn't mean you park it there and let schrecks wail on it; you still have to kite, which is incredibly easy when you take into account the IS2 moves like a medium tank.
2
« on: February 02, 2010, 02:12:22 AM »
Shreks have a 50% accuracy rating compared to the RR's 75-90% (not sure what it is exactly) but it is crazy high
Oh snap seems that's one area where the PTRD is different from RRs... because it's twice as accurate at long range (.7/.8/.9 vs .35/.6/.1 for RR and .35/.7/1 for schrecks). HOWEVER, PTRDs use the ridiculously low RR scatter angle, so even if it does miss, it STILL hits...
3
« on: February 02, 2010, 01:10:11 AM »
Yea At infantery are now very useful for their price.
That's like saying 'Conscripts are very useful because they use no manpower'
While both statements are true, so is this one -
'Both Soviet AT Infantry and Conscripts are useless unless blobbed to the extreme'
AT infantry is hardly useless. PTRDs appear to have the same stats as recoiless rifles (base stats identical, target tables might be different but they seem to penetrate everything like RRs so I doubt it). For less muni than even 1 RR you can make each successive tank hunter squad have identical AT capability to an AB squad at half the MP. With the new patch you can now have twice the AT ability of a doctrine limited elite infantry (and now at more range) on a per cost basis, and it gets even more egregious from there since you only pay the 100 muni once while he's stuck paying the 125 muni for every squad while trying to get weapons/abilities for everything else he has on the field. Cost comparison to schreck grens is even more laughable: 600 mp 150 muni gets you 2 grens with a schreck apiece; 600 mp and 100 muni gets you the equivalent of 6 recoiless rifles, which a US player would have to fork over 1125 mp 375 muni for. Did I mention the new patch gave them an armor upgrade and AT nades too?
4
« on: January 30, 2010, 04:32:14 AM »
This is amazing! Someone needs to sticky this...
5
« on: January 28, 2010, 06:30:46 AM »
the SU-85 has just 300HP (same as stug) but Hetzer armor (Hetzer has 400HP) its gun range is a bit bigger than the medium tanks (45) and its gun has an awesome penetration
but i agree for its current pricing its health is to low maybe increase it by 15% or give it 47.5 range like the Panther to be a glass cannon tank destroyer in the back
I thought stugs had 400 hp just like hetzers? At any rate, its armor seems to be better than hetzer armor as I've had king tigers bounce off them occasionally, which should be impossible if they're using hetzer armor. I think they need to lower the cost a bit. The thing's pretty underwhelming for something that costs almost as much as a firefly. IMO the best thing would be for the cost to go down 10-20 fuel, and then the SU-100 upgrade can bump it back up to 100 fuel.
6
« on: January 27, 2010, 02:31:52 AM »
This is fantastic! Could you also upload stats for the actual weapons? Just displaying what weapon a unit has isn't particularly helpful (except for infantry squads where it can be ambiguous) without info on what the weapons actually do.
7
« on: January 26, 2010, 08:28:22 AM »
this ability is completely ridiculous, i dont see how anyone would not see it as a problem, most of all, it's free.
Same goes for the god of war ability, 2-3 minutes of locking down a sector for free is just too much.
The sturmovik strafes and bombs, so your in for a world of hurt, even by your base sector. I lost 2 storms, 1 volk to different strafes and 2 stugs and 1 tiger to different bombing runs by my base...
Agreed. God of war needs to be a much shorter duration higher intensity barrage. Nothing is more annoying than having to withdraw from what feels like a good eighth of the map for 3 friggin minutes. IL2s should have less planes coming in and needs to last for a shorter amount of time. I say equalize it to 45 seconds with the Henschel, currently it lasts for an entire minute.
8
« on: January 26, 2010, 08:20:24 AM »
tannenberg looks fine as 2v2 map. the others dont really seem to be balanced well..
Definitely. Kursk and Cottbus immediately come to mind as Cottbus has a sever lack of munitions which just screams Russian favoritism. They might not get as many upgrades but they're now the only guys who can use abilities... Kursk is terrible for a whole slew of reasons. And has anyone checked out Leningrad yet? The thing's Scheldt 2.0... It's like they carbon copied the map and rotated it about 45 degrees, renamed it, and said "done". And yes the Brit medic tent crap needs to go. That's just pure BS, it turns a 200 mp squad into effectively 720 mp. That's 360% efficiency. For comparison, everyone bitches and moans about the wehr medbunker's 134% efficiency from turning volks into grens... Add in all the already present incentives to get your men killed (especially after getting an upgrade) and mechanisms designed to make it hard for you to save your men even if you want to, and team games quickly spiral into a clusterf***.
9
« on: January 25, 2010, 09:42:02 PM »
IMHO AT rifles are too weak. I even don't build them at all. They are worse than shrecks and they don't have any positive things to build them. It would be nice if they would have a Tread Break ability.
Again, upgrade them and get more than one. They're cheap for a reason. If you're micro inclined you can put them in cover for cloak and an ambush bonus that makes them quite strong. For their cost I will go ahead and say they're some of the strongest AT infantry in the game. On a one on one basis of course they're worse than schrecks. Did you expect your 200 mp AT rifle to outdo a 300 mp 75 muni rocket launcher? The key to tank hunters is to get that 100 muni upgrade and then get at least 2 for light vehicle work or 3 for tanks. Using ambush, it's very possiblt to take out even panthers with 3 of them. This is the cost equivalent of 2 grenadiers with 1 schreck between them, which will definitely NOT be taking out IS2s, and would fail miserably even if they had 2 schrecks for 150 muni. For positive things consider that 3 upgraded squads (again compare to 2 grens with 1 schreck) can 1 shot a puma before it even gets a chance to fire and you don't even need ambush to pull that off. Those same 3 squads can also handily beat a stug by simply zerg rushing it. Pz 4s will require some decent tactics because they have more health and better AI capabilities, but they're still perfectly killable with 3 squads. Ostwinds take strategy because surprise surprise if you don't hit from ambush you're gonna get minced by one of the best AI tanks in the game. Hitting from ambush turns it into a piece of cake though, since Ostwinds have barely better health than pumas and their armor is far from impressive. Even panthers will fall to 3 squads from ambush, which isn't quite as hard to pull off as you might think. The most important to keep in mind is that tank hunters are a 200 mp unit. Aside from conscripts and the various engineers, this makes it the cheapest infantry in the game, and you get anti light vehicle ability with it. If you shell out slightly more muni than you would for ONE schreck, you get some serious anti light vehicle ability. If you then proceed to shell out another 400 mp, bringing your total cost up to 2 grens + 1 schreck, you have a very potent AT force that can take out all but the biggest tanks in the game if used with a bit of skill. To say nothing of their anti building capabilities...
10
« on: January 25, 2010, 11:42:22 AM »
From my experience tank hunters are pretty poor unupgraded or by themselves, but rather quickly become extremely powerful when upgraded and in groups of about 3. For cost comparison, this is about the cost of 2 gren squads with 1 schreck. This little blob can tear apart light vehicles up to and including pumas within seconds and 6 PTRDs even do quite well against tanks (though I've never tested them against skirted ones, the description would seem to imply that would make quite a difference). Moreover, with 6 AT rifles there's a pretty good chance some of them will be sniping off infantry, and they also have 6 mosins between them so they aren't completely defenseless against infantry either. Finally, they do utterly obscene damage to buildings. I have no idea why they are so strong at killing structures, but 3 of them can easily take down most wehr (pe seems to have higher health for some reason) structures within seconds, and I would rate them behind only the KV2 and a sturm ingy squad at base raping.
11
« on: January 25, 2010, 11:22:21 AM »
For a start, AT Guns no longer use AT rounds (read the changelog) and additionally, we can't fix the Conscript 0/0 glitch without increasing the pop cost.
Ah ok that explains it, as well as why I couldn't find the AT rounds ability while playing today. Sucks about the conscript glitch, though they're so expendable I guess it hardly matters
12
« on: January 25, 2010, 08:31:36 AM »
Guys nobody cares which tank influenced which cuz none of that matters in game. This is the balance forum not the historical discussion forum.
And please stop with the idiotic assertions that no one figured out that sloped/curved armor is better than vertical armor until 1940.
13
« on: January 25, 2010, 06:28:38 AM »
Oh and after a bit more attentiveness I discovered that conscripts still don't show squad numbers (still always 0/0). Just so you guys know.
14
« on: January 25, 2010, 06:27:11 AM »
Thanks seq cuz I can't make heads or tails out of corsix.
15
« on: January 25, 2010, 05:16:31 AM »
I don't know why they didn't put the ZIS-3 76mm (M1942) gun instead - was reliable and accurate and looks way cooler than the current AT gun.
Probably because it's not actually an AT gun. It's just a regular artillery piece.
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