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russian armor

Firefly Tulip Stun

23 Jun 2016, 20:40 PM
#1
avatar of siuking666

Posts: 707

Tested on CheatMod,

The new tulip now blocks vision & stuns the tank upon impact.
Your tank cannot move (it will STOP if it is already moving), cannot see or return fire during stun duration.
Basically, Sitting duck.

Seriously lelic? "Quality of life"? A stun ability without counter-play? Why did you remove StuG stun in the first place then?
23 Jun 2016, 20:58 PM
#2
avatar of Katitof

Posts: 17891 | Subs: 8

Tested on CheatMod,

The new tulip now blocks vision & stuns the tank upon impact.
Your tank cannot move (it will STOP if it is already moving), cannot see or return fire during stun duration.
Basically, Sitting duck.

You preferred when it just one shotted tank?

Seriously lelic? "Quality of life"? A stun ability without counter-play? Why did you remove StuG stun in the first place then?

Because stug arrives much earlier, have much more DPS and costs almost half the fuel and its stun shot is NOT a skill shot that consumes 100 muni after first paying muni for upgrade itself?
23 Jun 2016, 20:59 PM
#3
avatar of Tiger Baron

Posts: 3143 | Subs: 2

Tested on CheatMod,

The new tulip now blocks vision & stuns the tank upon impact.
Your tank cannot move (it will STOP if it is already moving), cannot see or return fire during stun duration.
Basically, Sitting duck.

Seriously lelic? "Quality of life"? A stun ability without counter-play? Why did you remove StuG stun in the first place then?


Because the StuG's ability doesn't require a 60 ammo upgrade and 100 ammo per use, the materials are already in the game so they decided to keep it, nerf it a bit and buff the main gun.
23 Jun 2016, 21:18 PM
#4
avatar of siuking666

Posts: 707



Because the StuG's ability doesn't require a 60 ammo upgrade and 100 ammo per use, the materials are already in the game so they decided to keep it, nerf it a bit and buff the main gun.


50 mun upgrade and only cost 80 now.

And stuG stun required vet 1 I can argue, while this stupid thing dont
23 Jun 2016, 21:21 PM
#5
avatar of OZtheWiZARD

Posts: 1439

Don't risk your tanks. Don't dive. Whenever you see Firefly have tulip in mind.
Yes, it's that simple.


On the side note, I won't mind if they'll take tulip away and buff the main gun instead.
23 Jun 2016, 21:26 PM
#6
avatar of siuking666

Posts: 707

Don't risk your tanks. Don't dive. Whenever you see Firefly have tulip in mind.
Yes, it's that simple.


On the side note, I won't mind if they'll take tulip away and buff the main gun instead.


That is, if you can see them in FoW.

They have 70 range on that tulip.
23 Jun 2016, 21:42 PM
#7
avatar of Crystal

Posts: 97

The Tulip shot is count as a shot, so the Firefly have to wait 7 sec ( or 8 ? ) to fire with the main gun after the Tulip are gone.

The stun duration isn't that much, you can easily escape after it without taking a shot.

So basically, the Firefly can't just ninja wipe one of your tank from the FoW. You just have to pay attention.
23 Jun 2016, 21:46 PM
#8
avatar of Tiger Baron

Posts: 3143 | Subs: 2

Don't risk your tanks. Don't dive. Whenever you see Firefly have tulip in mind.
Yes, it's that simple.


On the side note, I won't mind if they'll take tulip away and buff the main gun instead.


Yeah I'd take a better gun than stun rockets any day.
23 Jun 2016, 23:16 PM
#9
avatar of RedT3rror

Posts: 747 | Subs: 2



That is, if you can see them in FoW.

They have 70 range on that tulip.


You are confusing 60 range tulips with 70 range stun elefant round.
23 Jun 2016, 23:34 PM
#10
avatar of siuking666

Posts: 707



You are confusing 60 range tulips with 70 range stun elefant round.


Pershing's ignore-reload HVAP does have 70 range btw
23 Jun 2016, 23:45 PM
#11
avatar of Stug life

Posts: 4474

The problem is dat is not 2.5 sec beacuse there are 2 rocket make it so only one stun is applied or simply make it only not see and shoot so it can still back down
23 Jun 2016, 23:47 PM
#12
avatar of Crystal

Posts: 97

The problem is dat is not 2.5 sec beacuse there are 2 rocket make it so only one stun is applied or simply make it only not see and shoot so it can still back down



Ok

So 30 mun upgrade and free cost use.
23 Jun 2016, 23:47 PM
#13
avatar of Stug life

Posts: 4474

jump backJump back to quoted post23 Jun 2016, 23:47 PMCrystal



Ok

So 30 mun upgrade and free cost use.
what are you talking about ? 1 or 2?
If 2 make deal no damage too if you want it for free
23 Jun 2016, 23:49 PM
#14
avatar of siuking666

Posts: 707

jump backJump back to quoted post23 Jun 2016, 21:42 PMCrystal
The Tulip shot is count as a shot, so the Firefly have to wait 7 sec ( or 8 ? ) to fire with the main gun after the Tulip are gone.

The stun duration isn't that much, you can easily escape after it without taking a shot.

So basically, the Firefly can't just ninja wipe one of your tank from the FoW. You just have to pay attention.


so? you can't put a couple 6 Pounder behind your firefly?

Try this, get shot once, stunned, instantly got finished off by 6P.

23 Jun 2016, 23:50 PM
#15
avatar of Stug life

Posts: 4474

jump backJump back to quoted post23 Jun 2016, 21:42 PMCrystal
The Tulip shot is count as a shot, so the Firefly have to wait 7 sec ( or 8 ? ) to fire with the main gun after the Tulip are gone.

The stun duration isn't that much, you can easily escape after it without taking a shot.

So basically, the Firefly can't just ninja wipe one of your tank from the FoW. You just have to pay attention.
tulip is counted as a different weapon it has his own cd and you can fire and use tulips
24 Jun 2016, 06:14 AM
#16
avatar of Australian Magic

Posts: 4630 | Subs: 2

Tested on CheatMod,

The new tulip now blocks vision & stuns the tank upon impact.
Your tank cannot move (it will STOP if it is already moving), cannot see or return fire during stun duration.
Basically, Sitting duck.

Seriously lelic? "Quality of life"? A stun ability without counter-play? Why did you remove StuG stun in the first place then?


Emm... What's counter play agasint Pak's40 TWP?
24 Jun 2016, 06:36 AM
#17
avatar of PanzerGeneralForever

Posts: 1072

Really it's fine. I've had it used twice against me and I still think it's fine. If we keep removing special abilities from the game it'll become too stale. Don't send tanks in first if you know theres a FF there.
24 Jun 2016, 07:45 AM
#18
avatar of Blalord

Posts: 742 | Subs: 1



Emm... What's counter play agasint Pak's40 TWP?


By the time Pak40 reach Vet1, you know where it is, and he cant move, comparing him with firefly is irrevelant, Pak40 is countered by so much arty / indirect fire weapons
24 Jun 2016, 11:40 AM
#19
avatar of RedT3rror

Posts: 747 | Subs: 2

jump backJump back to quoted post24 Jun 2016, 07:45 AMBlalord


By the time Pak40 reach Vet1, you know where it is, and he cant move, comparing him with firefly is irrevelant, Pak40 is countered by so much arty / indirect fire weapons


Kinda sucks though if soviets are the only allied faction that can rely on non-doctrinal rocket artillery.
24 Jun 2016, 11:50 AM
#20
avatar of Katitof

Posts: 17891 | Subs: 8



Kinda sucks though if soviets are the only allied faction that can rely on non-doctrinal rocket artillery.


Well, other factions have their own perks that soviets lack, like weapon upgrades, defences, stck heavy tanks and much more potent meds and so on.
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