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German op abilities

26 Mar 2014, 08:23 AM
#61
avatar of Porygon

Posts: 2779

Yeah, V1 costs 160 muni too, OP since 2006, right? :rolleyes:

Potato masher nades don't have smoke, lolotov don't have smoke, pineapple don't have smoke. You don't take care of your units, listening to the warning and micro away, it's your fault.

Oh wait, did something in Soviet paying 40 munis for a no warning pinpoint squad wipe? <444>_<444>
26 Mar 2014, 08:36 AM
#62
avatar of jeesuspietari

Posts: 168

Why are you guys feeding the troll
26 Mar 2014, 13:09 PM
#63
avatar of __deleted__

Posts: 807



The sound begins 5 seconds before it hits. It's not enough to preposition AT-guns and support weapons. Compare that to the soviet bomb strike and the rail-way artillery, both more expensive, and you will see why it is OP.



No problem. Agree to add some warning flares, maybe increase the sound duration until bomb strikes, but then I want the one-shot squad whipe situations not to happend anymore (IS2, 120 mortars, KV-8s). Fair enough?!
26 Mar 2014, 13:19 PM
#64
avatar of Aerohank

Posts: 2693 | Subs: 1

jump backJump back to quoted post26 Mar 2014, 08:23 AMPorygon
Yeah, V1 costs 160 muni too, OP since 2006, right? :rolleyes:

Potato masher nades don't have smoke, lolotov don't have smoke, pineapple don't have smoke. You don't take care of your units, listening to the warning and micro away, it's your fault.

Oh wait, did something in Soviet paying 40 munis for a no warning pinpoint squad wipe? <444>_<444>


The V1 audio warning played more than 5 seconds pre-impact. You had time to move your units around before it hit, even your AT guns and weapon teams.
With the stuka, when the sound plays, all you can do is hope that you already moved your AT guns out of the way before you heard it.

The soviet mortar strikes now rarely wipe squads except the most clumped up ones (which can also be achieved with (rifle)nades and tank shot). The only the katuyska precision strike needs to be nerfed/removed in my opinion as that one is insanely good for its cost and can be used a lot with little cool-down at vet2.
27 Mar 2014, 15:16 PM
#65
avatar of TNrg

Posts: 640

jump backJump back to quoted post25 Mar 2014, 18:54 PMJStorm

Guards are 360 manpower and locks you into a doctrine + DP28 Light Machine Guns which are 60 Munitions + Button 40 Munitions. All countered by smoke for 30 Munitions but locking the German player into a doctrine.

The synergy with Mark Vehicle or even the IL2 Precision Bombing Strike can be devastating but it's by no means overpowered.


I never said any of these are overpowered.
27 Mar 2014, 15:17 PM
#66
avatar of TNrg

Posts: 640


Mark Vehicle I can see why people would QQ about it. Its powerful. It makes Soviet AT equal to German AT.


I am fairly sure german AT doesn't do 50% more damage than the soviet AT, if this is what you are trying to claim.
27 Mar 2014, 15:39 PM
#67
avatar of Razh

Posts: 166

Permanently Banned
jump backJump back to quoted post27 Mar 2014, 15:17 PMTNrg


I am fairly sure german AT doesn't do 50% more damage than the soviet AT, if this is what you are trying to claim.


The German AT shoots 50% faster, so technically it does 50% more dps?
27 Mar 2014, 15:42 PM
#68
avatar of Aerohank

Posts: 2693 | Subs: 1

The german AT gun also generally fires at softer targets.
27 Mar 2014, 15:51 PM
#69
avatar of JHeartless

Posts: 1637

jump backJump back to quoted post27 Mar 2014, 15:17 PMTNrg


I am fairly sure german AT doesn't do 50% more damage than the soviet AT, if this is what you are trying to claim.


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