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russian armor

State of USF

18 Aug 2015, 19:58 PM
#61
avatar of BeefSurge

Posts: 1891



I thought I read somewhere on here that the wind-up time on Rifleman grenades was wrong in the game files and thats why it takes so damn long. Be nice if Relic just fixed it instead, though it would be pretty sweet if Rifleman got cooked grenades at Vet 3 instead :D


Cooked frags would be great, but imagine how nice AT rifle and smoke nades being used way faster would be. It would make lategame rifle usage far less infuriating while solidifying USF as a micro intensive faction.

I also think passive sprint at vet 3 would be cool, but I think that's a little too much.
18 Aug 2015, 20:02 PM
#62
avatar of __deleted__

Posts: 830

USF misses mines, a heavier tank (no not perhshing but a sherman jumbo 76mm) and usefull non doctrinal artillery.
18 Aug 2015, 20:05 PM
#63
avatar of BeefSurge

Posts: 1891

Idk those things don't fit the U.S. theme of mobility and versatility though.
18 Aug 2015, 21:09 PM
#64
avatar of LemonJuice

Posts: 1144 | Subs: 7



Interesting, so its more of a question of if you want a single squad with higher DPS or to spread it out over two squads.

I'd like to know how much of a DPS increase RET Carbine -> BAR is compared to Garand -> BAR is. That is, if you get more out of your 60 MU short term if you upgrade the RET. Of course this would have diminishing returns the longer the hypothetical Rifle squad is at Vet 3.


vet 0 Rifles w/ 1 bar
close: 23.524 + 10.479 = 34.03
medium: 11.344 + 5.656 = 17
far: 5.824 + 2.950 = 8.774

vet 3 riflemen w/ 1 bar
close: 30.5812 + 13.6227 = 44.204
medium: 14.7472 + 7.3528 = 22.1
far: 7,5712 + 3.835 = 11.406

vet 0 RE w/ 1 bar
close: 11.397 + 10.479 = 21.876
medium: 2.265 + 5.656 = 7.921
far: 1.125 + 2.950 = 4.075

vet 1 RE w/ 1 bar (+20% accuracy)
close: 13.676 + 12.574 = 26.25
medium: 3.15 + 6.787 = 9.937
far: 1.35 + 3.54 = 4.89

vet 2 RE w/ 1 bar
close: 18.234 + 12.574 = 30.808
medium: 4.2 + 6.787 = 10.987
far: 1.8 + 3.54 = 5.34

keep in mind most firefights occur in the medium range category.
18 Aug 2015, 21:15 PM
#65
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Idk those things don't fit the U.S. theme of mobility and versatility though.

Actually, I think old mines would fit Muricans perfectly - they'd work against everything, but they wouldn't do much damage and thus force their player to take advantage of the mobility loss they cause to the enemy and reposition themselves to make the mines truly effective.
18 Aug 2015, 21:20 PM
#66
avatar of Qbix

Posts: 254



Paras with 1919s will beat any Axis infantry unit head on and win fairly easily.


And how would someone with Airborne Commander get their hands on 1919s?
18 Aug 2015, 21:22 PM
#67
avatar of Ulaire Minya

Posts: 372

jump backJump back to quoted post18 Aug 2015, 21:20 PMQbix


And how would someone with Airborne Commander get their hands on 1919s?

....
.......
.........
By purchasing the upgrade on the paratroopers? :huhsign:
18 Aug 2015, 21:22 PM
#68
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post18 Aug 2015, 21:20 PMQbix


And how would someone with Airborne Commander get their hands on 1919s?

It's one of the Paras' innate upgrades - the other is Thompsons.
18 Aug 2015, 21:34 PM
#69
avatar of Qbix

Posts: 254

Oops. For some reason I only remembered the Thompsons. You have seen nothing.
18 Aug 2015, 22:20 PM
#70
avatar of GhostTX

Posts: 315

jump backJump back to quoted post18 Aug 2015, 21:15 PMVuther

Actually, I think old mines would fit Muricans perfectly - they'd work against everything, but they wouldn't do much damage and thus force their player to take advantage of the mobility loss they cause to the enemy and reposition themselves to make the mines truly effective.


Non-doc mines would be great to damage the OP medium and heavies Axis has to allow the USF glass tanks and weak AT guns to actually have a working time on those Axis tanks. Mines would counter the current BS pop smoke and super fast reverse "get out of jail free" card Axis currently has. As of now, Axis and charge in and out and deal significant damage without worrying too much on losing units.
18 Aug 2015, 22:54 PM
#71
avatar of Ulaire Minya

Posts: 372

jump backJump back to quoted post18 Aug 2015, 21:34 PMQbix
Oops. For some reason I only remembered the Thompsons. You have seen nothing.

I already forgot. :sealed:
18 Aug 2015, 23:04 PM
#72
avatar of Australian Magic

Posts: 4630 | Subs: 2



Paras with 1919s will beat any Axis infantry unit head on and win fairly easily.



Ask Obers with STGs which win at medium range and are equal to 1919 Paras at long range (of course unvetted cause with vet they melt everything).
18 Aug 2015, 23:14 PM
#73
avatar of Alexzandvar

Posts: 4951 | Subs: 1




Ask Obers with STGs which win at medium range and are equal to 1919 Paras at long range (of course unvetted cause with vet they melt everything).


Obers with StG's lose at mid range and long range. They only have 3.6 DPS at max range with their IR StG 44's while Para's do 9.7 DPS per 1919 at max range.
18 Aug 2015, 23:15 PM
#74
avatar of BeefSurge

Posts: 1891

Paras with thompsons and tactical assault will beat any infantry in the game.
19 Aug 2015, 05:49 AM
#75
avatar of Australian Magic

Posts: 4630 | Subs: 2



Obers with StG's lose at mid range and long range. They only have 3.6 DPS at max range with their IR StG 44's while Para's do 9.7 DPS per 1919 at max range.


Much to learn you have.

You should always seek for green cover, and when you fight mid range+green covver Paras 1919 vs Obers STG, Obers will melt Paras.
When you fight long-range, battle is almost equal.

Paras will win when fighting out of cover, but behind cover Obers win.
19 Aug 2015, 12:04 PM
#76
avatar of Rollo

Posts: 738

Obers are wipe bait, m1919 paras>>>>>>>>>>>>>>StG obers

Sometimes I wonder if people here even play OKW
19 Aug 2015, 12:19 PM
#77
avatar of Katitof

Posts: 17892 | Subs: 8

jump backJump back to quoted post19 Aug 2015, 12:04 PMRollo
Obers are wipe bait, m1919 paras>>>>>>>>>>>>>>StG obers

Sometimes I wonder if people here even play OKW


Unless you put them in cover, which obers happen to ignore with StGs.

The more you know!
19 Aug 2015, 12:27 PM
#78
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned



Paras will win when fighting out of cover, but behind cover Obers win.


Untill they reach vet 4. Paras will become suppressed.
19 Aug 2015, 20:11 PM
#79
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Paras with thompsons and tactical assault will beat any infantry in the game.

Literally the funnest thing in the game to pull off for me.
26 Aug 2015, 14:09 PM
#80
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

devm, i watched your game against okw (commentator...) on fayonmill casted by CH. it looked like okw' vet 5 eventually got you. against the faction that can spam just as much infantries and overtime scale so much better, how would you play against them? because flanking is so much less effective.
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