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Turret Lock for the Firefly

14 Nov 2019, 13:19 PM
#1
avatar of Lago

Posts: 3260

Spearhead is an ability on the OKW Tigers that locks the turret to a relatively narrow cone in front of the tank in exchange for buffs to the unit.

Could we add a similar ability to the Firefly that doesn't buff it? A toggle that literally just locks the turret to a 90 degree forward cone?

Why? The Firefly has painfully slow turret rotation, and if it decides it wants to point its turret backwards for some reason (it spotted a friendly neighbourhood 222 or something) it takes forever to rotate it back. That's a problem if an enemy tank shows up.

Being able to lock the turret forward to stop it doing this would be a handy ability to have.
14 Nov 2019, 14:02 PM
#2
avatar of mrgame2

Posts: 1792

FF
vet0 turret 18
vet3 turret 24.3
60 range, 200 damage, 0.55 moving accuracy, 260/240/210

Tiger
vet0 turret 19
vet3 turret 19
45/50 range, 160 damage, 0.5 moving accuracy, 240/220/200

If anything i like to see Tiger get turret rotation bonus on vet. It is painfully slow vs tanks in bigger games.
14 Nov 2019, 14:15 PM
#3
avatar of Lago

Posts: 3260

jump backJump back to quoted post14 Nov 2019, 14:02 PMmrgame2
FF
vet0 turret 18
vet3 turret 24.3
60 range, 200 damage, 0.55 moving accuracy, 260/240/210

Tiger
vet0 turret 19
vet3 turret 19
45/50 range, 160 damage, 0.5 moving accuracy, 240/220/200

If anything i like to see Tiger get turret rotation bonus on vet. It is painfully slow vs tanks in bigger games.


I fail to see what this has to do with being able to order the Firefly not to turn its turret.
14 Nov 2019, 15:55 PM
#4
avatar of Blebfeesh

Posts: 129

Seems like a harmless improvement. I'm down.
14 Nov 2019, 16:15 PM
#5
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

I feel like hold fire can usually accomplish what you're trying to avoid in the 222 example. But it can be very finicky I admit
14 Nov 2019, 16:17 PM
#6
avatar of Lago

Posts: 3260

I feel like hold fire can usually accomplish what you're trying to avoid in the 222 example. But it can be very finicky I admit


It can, but this'd be better.
14 Nov 2019, 16:42 PM
#7
avatar of Support Sapper

Posts: 1220 | Subs: 1

14 Nov 2019, 16:56 PM
#8
avatar of some one

Posts: 935

I totally agree also need to add spearhead ability to Vickers 60 range cone of view and Mortar pit 100 range cons of view!!
14 Nov 2019, 18:06 PM
#9
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post14 Nov 2019, 14:02 PMmrgame2
FF
vet0 turret 18
vet3 turret 24.3
60 range, 200 damage, 0.55 moving accuracy, 260/240/210

Tiger
vet0 turret 19
vet3 turret 19
45/50 range, 160 damage, 0.5 moving accuracy, 240/220/200

If anything i like to see Tiger get turret rotation bonus on vet. It is painfully slow vs tanks in bigger games.

Just a heads-up, but if you're meaning to say "The Firefly tank's turret rotation is quite similar to the Tiger tank's turret rotation and so I don't really why the Firefly should get a feature to lock its turret that the Tiger tank also currently lacks.", it would be better to state it than implying it with posting statistics and then suggesting something that would be better put into its own thread.
14 Nov 2019, 18:43 PM
#10
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

I feel like this can be mitigated by simplying turning the chasis of the tank?
14 Nov 2019, 22:51 PM
#11
avatar of pencilp5

Posts: 17

Just going to note this ability can be used to snap the turret to the front.
15 Nov 2019, 01:13 AM
#12
avatar of mrgame2

Posts: 1792

jump backJump back to quoted post14 Nov 2019, 18:06 PMVuther

Just a heads-up, but if you're meaning to say "The Firefly tank's turret rotation is quite similar to the Tiger tank's turret rotation and so I don't really why the Firefly should get a feature to lock its turret that the Tiger tank also currently lacks.", it would be better to state it than implying it with posting statistics and then suggesting something that would be better put into its own thread.


Yes im expressing my disappointingly dismayal at the dismissive replies i got from my tiger thread dispite bringing fresh perspective to a realer issues. Lago seem extensively dismissive there.

Hence i made that stats comparison. If a costly unit like tiger needs to micro its turret, FF with a superior AT turret stats needs a buff? I dont see as qol, but less micro here helps micro other where.

Per Lago style, use comet if you want fast turret. Play soviet if you want sniping locked 60TD.

15 Nov 2019, 08:09 AM
#13
avatar of Katitof

Posts: 17875 | Subs: 8

jump backJump back to quoted post15 Nov 2019, 01:13 AMmrgame2


Yes im expressing my disappointingly dismayal at the dismissive replies i got from my tiger thread dispite bringing fresh perspective to a realer issues. Lago seem extensively dismissive there.

Have you considered that maybe, just maybe, the tiger is fine and you are the issue?
The sole fact that tiger is being used in almost every singular game is a testament to its usefulness.

However, bad artisan will always blame the tools.

Hence i made that stats comparison. If a costly unit like tiger needs to micro its turret, FF with a superior AT turret stats needs a buff? I dont see as qol, but less micro here helps micro other where.

Apples vs oranges.
The two are incomparable in any way.
15 Nov 2019, 08:10 AM
#14
avatar of Sander93

Posts: 3166 | Subs: 6

Just going to note this ability can be used to snap the turret to the front.


This is true. There is no animation, the turret just snaps forward whenever it is beyond either 90 degree angle when the ability is activated (as it switches to a clone weapon). There would have to be a significant firing delay added to the main gun to prevent abuse (as is the case with the Spearhead abilities), but then that would heavily detract from the usefulness of the proposed ability. I don't imagine you'd want this popped on permanently in case a Puma or a fast medium comes in on a flank and you do need that full turret rotation, while a long firing delay would make it quite useless to use it reactively.
15 Nov 2019, 08:18 AM
#15
avatar of ullumulu

Posts: 2243

Hmm...i can remember that many ppl here say FF has to slow turret speed ...while FF with vet even has faster turret speed than a tiger ..which needs its more (to aim several squads and all targets) than a 60range TD. (it need only to shot on armor, can shot from longer range)

15 Nov 2019, 08:25 AM
#16
avatar of mrgame2

Posts: 1792

jump backJump back to quoted post15 Nov 2019, 08:09 AMKatitof

Have you considered that maybe, just maybe, the tiger is fine and you are the issue?
The sole fact that tiger is being used in almost every singular game is a testament to its usefulness.

However, bad artisan will always blame the tools.

Apples vs oranges.
The two are incomparable in any way.



I think tiger is 'fine' fine. But it is punching below its class due to a critical stats/scaling limitation.
15 Nov 2019, 08:38 AM
#17
avatar of Katitof

Posts: 17875 | Subs: 8

jump backJump back to quoted post15 Nov 2019, 08:25 AMmrgame2

But it is punching below its class due to a critical stats/scaling limitation.

And on which metric you've based that on?
Feels are not metrics.
Its scaling is on pair with all other heavies.

Pershing you're so stuck comparing it to instead of IS-2 for whatever stupid reason does not get extra range, does not get extra speed and rotation, does not get lower scatter. All pershing gets is reload, which is EQUAL compared to tiger bonus anyway. In fact, objectively speaking, Pershing gets LESS vet bonuses then Tiger.

Its very easy to list what others get, while forgetting what they do not get to paint them superior.

There is exclusively one problem with tiger - it arrives too early. That's a problem shared with all heavies this patch.

Any other problem regarding its performance originates from the spot between the keyboard and a chair.
15 Nov 2019, 13:42 PM
#18
avatar of Lago

Posts: 3260

This is true. There is no animation, the turret just snaps forward whenever it is beyond either 90 degree angle when the ability is activated (as it switches to a clone weapon). There would have to be a significant firing delay added to the main gun to prevent abuse (as is the case with the Spearhead abilities), but then that would heavily detract from the usefulness of the proposed ability. I don't imagine you'd want this popped on permanently in case a Puma or a fast medium comes in on a flank and you do need that full turret rotation, while a long firing delay would make it quite useless to use it reactively.


Would you need a delay when turning it off? Does the turret snap when you switch from the 90 degree lock to the 360 lock?
15 Nov 2019, 17:06 PM
#19
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

jump backJump back to quoted post15 Nov 2019, 01:13 AMmrgame2


Yes im expressing my disappointingly dismayal at the dismissive replies i got from my tiger thread dispite bringing fresh perspective to a realer issues. Lago seem extensively dismissive there.


Maybe that's cause you dismissed the fact that everyone in the thread disagreed with you? You're the only one who thinks the Tiger isnt good enough
15 Nov 2019, 18:55 PM
#20
avatar of NorthFireZ

Posts: 211

FF thread:

First reply: lul tiger underpowered plz buff.

Not gonna lie spearhead for FF wouldn't be a terrible buff if it locked out Tulip rockets.
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