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russian armor

any good reason to pay 90ammunition shot? (USF - Pershing)

17 Mar 2018, 16:37 PM
#1
avatar of Taksin02

Posts: 148

after the patch you can't double shot anymore (normal + 90mu shot)
it's hard to hit moving target because it's count as a normal shot
and still collide with some solid shot blocker like a stone wall or vehicle wreck sometime.

here is my suggestion :

1. reduce cost to 60mu.
2. cost 90mu but make it a short time ability like pak40 stun shot (1 shot)

***sorry for my bad english***


17 Mar 2018, 16:45 PM
#2
avatar of Vipper

Posts: 13476 | Subs: 1

Just to clarify:
Pershing HVAP can not hit via accuracy. It can only hit via collision.

The difference are
HVAP Damage 240 AOE 6 Penetration 400/350/300 deflection damage 80
Normal Damage 160 AOE 4 Penetration 260/240/220

The HVAP is far superior, worth 90 mu? not sure.
17 Mar 2018, 16:54 PM
#3
avatar of Taksin02

Posts: 148

jump backJump back to quoted post17 Mar 2018, 16:45 PMVipper
Just to clarify:
Pershing HVAP can not hit via accuracy. It can only hit via collision.

The difference are
HVAP Damage 240 AOE 6 Penetration 400/350/300 deflection damage 80
Normal Damage 160 AOE 4 Penetration 260/240/220

The HVAP is far superior, worth 90 mu? not sure.


yeah but compared to firefly rocket?
50mu (upgrade ) 80mu to shoot
each rocket does 120 (x2= 240) + stun effect? (stun or blind i'm not sure)
and you can instantly shoot rocket after the maingun

I find this not worth for 90mu. like the old zis-3 barrage 60mu (now it's cost 35 :D )
17 Mar 2018, 17:37 PM
#4
avatar of Vipper

Posts: 13476 | Subs: 1



yeah but compared to firefly rocket?
50mu (upgrade ) 80mu to shoot
each rocket does 120 (x2= 240) + stun effect? (stun or blind i'm not sure)
and you can instantly shoot rocket after the maingun

I find this not worth for 90mu. like the old zis-3 barrage 60mu (now it's cost 35 :D )

FF rockets
damage 120 penetration 1.000 AOE 2

damage multiplier vs infantry 0.33.

Now keep in mind that the FF fire much slower its main gun.
17 Mar 2018, 18:25 PM
#5
avatar of Taksin02

Posts: 148

jump backJump back to quoted post17 Mar 2018, 17:37 PMVipper

FF rockets
damage 120 penetration 1.000 AOE 2

damage multiplier vs infantry 0.33.

Now keep in mind that the FF fire much slower its main gun.


wait .. 120 per rocket or both does 120?

overall I'm talking about how hard to use this ability

reload time from normalshot + shell traveling time + moving target
it's hard to know when it gonna shoot

I don't know maybe I need to train more to use it





17 Mar 2018, 18:29 PM
#6
avatar of Vipper

Posts: 13476 | Subs: 1


wait .. 120 per rocket or both does 120?

overall I'm talking about how hard to use this ability

reload time from normalshot + shell traveling time + moving target
it's hard to know when it gonna shoot

I don't know maybe I need to train more to use it


120 per rocket.
17 Mar 2018, 23:17 PM
#7
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

I think 60 muni would be good for this ability tbh. Basically can be used as a "kill secure" shot to guarantee penetration on most targets.
18 Mar 2018, 00:11 AM
#8
avatar of thedarkarmadillo

Posts: 5279

60mu is cheaper than a demo though and the hvap actually has a purpose
18 Mar 2018, 00:14 AM
#9
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2

jump backJump back to quoted post17 Mar 2018, 18:29 PMVipper


120 per rocket.

Isn't that the pre-nerf value? Or did tulips actually have insane damage before the nerf...?

Anyway, I think OP's suggestion would mostly be a nerf. The extra range and lack of scatter are pretty huge; unless he's suggesting that those also be preserved, but that would make the ability pretty awkward imo. Assuming its targeted but lacks scatter, it would give the pershing a single, super accurate shot to wipe infantry with, which I dont think it needs, and I don't think would be good for the game.
18 Mar 2018, 01:25 AM
#10
avatar of Stug life

Posts: 4474


Isn't that the pre-nerf value? Or did tulips actually have insane damage before the nerf...?

Anyway, I think OP's suggestion would mostly be a nerf. The extra range and lack of scatter are pretty huge; unless he's suggesting that those also be preserved, but that would make the ability pretty awkward imo. Assuming its targeted but lacks scatter, it would give the pershing a single, super accurate shot to wipe infantry with, which I dont think it needs, and I don't think would be good for the game.
240 damage x tulip before nerf now add the 200 base shoot , and they even said it was not op lol
18 Mar 2018, 02:48 AM
#11
avatar of Vipper

Posts: 13476 | Subs: 1


Isn't that the pre-nerf value? Or did tulips actually have insane damage before the nerf...?
...


The damage of tulip was not changed the bonus damage was changed.

FF can kill a medium in 2 shots if both tulip land.

Also for a very strange reason has the long medium range than both Elephant and JT.

"Sherman Firefly
To preserve the Firefly's role as a long range, accurate tank destroyer while making the vehicle less potent at hunting down and killing enemy tanks on the move, the following changes have been made:

Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.04
Moving accuracy from 0.75 to 0.55
Tulip rockets no longer cancels move commands of the vehicle it hits
Tulip rocket damage against infantry to 33%
Veterancy 3 damage bonus from 80 to 40"
18 Mar 2018, 03:38 AM
#12
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2

240 damage x tulip before nerf now add the 200 base shoot , and they even said it was not op lol

I've never been so glad to have joined the game this late...
18 Mar 2018, 03:51 AM
#13
avatar of ZombiFrancis

Posts: 2742



yeah but compared to firefly rocket?
50mu (upgrade ) 80mu to shoot
each rocket does 120 (x2= 240) + stun effect? (stun or blind i'm not sure)
and you can instantly shoot rocket after the maingun

I find this not worth for 90mu. like the old zis-3 barrage 60mu (now it's cost 35 :D )


Well, your average Firefly is going to be utilized with UKF units and abilities. A Pershing on the other hand has a whole other roster of units and abilities demanding its support.

A Firefly really needs a screen of units and is not naturally supported by units that can snare a diving tank. Those tulips, while powerful, have long cooldowns and can miss about as much as the HVAP. Combined with Fireflies already slow rate of fire and overall fragility, you have a unit that has no ability to survive on the field without support.

Pershings, on the other hand, have Rifles for snares and Jacksons for ultimate anti tank support. The HVAP round should only be reserved for a shot against a KT or similar such threat. Besides, they already have strong anti infantry and anti tank capabilities without using HVAP, not to mention considerable more durability and maneuverability than a Firefly.
18 Mar 2018, 13:33 PM
#14
avatar of Stug life

Posts: 4474

jump backJump back to quoted post18 Mar 2018, 02:48 AMVipper


The damage of tulip was not changed the bonus damage was changed.

FF can kill a medium in 2 shots if both tulip land.

Also for a very strange reason has the long medium range than both Elephant and JT.

"Sherman Firefly
To preserve the Firefly's role as a long range, accurate tank destroyer while making the vehicle less potent at hunting down and killing enemy tanks on the move, the following changes have been made:

Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.04
Moving accuracy from 0.75 to 0.55
Tulip rockets no longer cancels move commands of the vehicle it hits
Tulip rocket damage against infantry to 33%
Veterancy 3 damage bonus from 80 to 40"
he meant when thye came out, vanilla FF
18 Mar 2018, 18:15 PM
#15
avatar of Stark

Posts: 626 | Subs: 1

It's fine. Thanks to that ability you can make 2 shots instantly, great damage, always penetrates. 60 ammo would make it too spammable.

Don;t compare it to tulip rockets becouse it has diffrent role.
18 Mar 2018, 18:29 PM
#16
avatar of Mr.Flush

Posts: 450

jump backJump back to quoted post18 Mar 2018, 18:15 PMStark
It's fine. Thanks to that ability you can make 2 shots instantly, great damage, always penetrates. 60 ammo would make it too spammable.

Don;t compare it to tulip rockets becouse it has diffrent role.


You can't double tap with this ability anymore. The ability is alright but way to expensive for what it does.
18 Mar 2018, 21:08 PM
#17
avatar of Stark

Posts: 626 | Subs: 1



You can't double tap with this ability anymore. The ability is alright but way to expensive for what it does.


haven't used it after patch. I thought it works as it used to. If not then yeah it's too expensive
18 Mar 2018, 21:34 PM
#18
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2

jump backJump back to quoted post18 Mar 2018, 21:08 PMStark


haven't used it after patch. I thought it works as it used to. If not then yeah it's too expensive

Theres around a 4 second delay now, so its delayed but still faster than firing off two regular shots.
18 Mar 2018, 21:38 PM
#19
avatar of Stug life

Posts: 4474


Theres around a 4 second delay now, so its delayed but still faster than firing off two regular shots.
yea but 90 is too expensive
18 Mar 2018, 23:34 PM
#20
avatar of thedarkarmadillo

Posts: 5279

yea but 90 is too expensive

guaranteed to pen almost all axis tanks at max range and deal 50% more damage when it does pen... You Hardly expect that to be a spamable ability
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