Nerf the Sturmovik
Posts: 2561
· Damage from 20 to 8 · Target lead in distance from 16 to 12 · Target lead out distance from 8 to 10 · Cost from 240 MU to 180 MU
Posts: 337
Posts: 927
Posts: 3052 | Subs: 15
The russians have retreated from the village,but they have called in air support to try and "slow down" the german assault.
and IL2 takes off from a nearby airfield..,fully loaded with 23mm's of death.
Its a nice clear day on Kholodny ferma. the russians are in retreat in their base drinking vodka.... a battalion of german infantry and tanks move in to take the center point...all of the sudden, Yuri,(a scout that was left behind to spot the advancing germans for the IL2) throws 3 red flares at the german troops as they advance.
Yuri is quickly cut down by G43 fire. but then...all of the sudden a vetern panzergrenadier,Kleinz, hears the familiar buzz of an IL2.
"AIRSTRIKE"!!
and
"AIR RAID"
are heard from the panicking troops.
you quickly press the retreat button on all your squads,but you know its inevitable whats about to happen.
Kleinz and his men stop what they are doing,drop all their upgraded weapons and sauerkraut, and immediately start running back to the safety of the base.
Some of the men try to run inside the church on the east side of the map...
switch perspective to theIL2
"Oh look sasha.(female il2 pilot), a bunch of germans running east...that mustve been what comrade yuri spotted for us. see the flares?
"guns ready."
" alright,coming in hot.."
-kakakakakakakakakaa dodododododododododododo-
"Thats a kill!!"
switch perspective to the german player.
a Pak gun shield is riddled with 23mm bullet holes, poor friedrich runs away from the mutilated gun and crewmen. all dead except him. (He dies on the next pass of the IL2.)
"we have lost one of our anti tank guns." radios in kleinz simultaneously as it happens
A panzer gren squad is ripped apart in mid stride.
Their mp44's and shreks are shredded to piece and there are arms and legs and brains and helmet liner and blood. all over the field.
kleinz kept running,radio in hand..."they fought bravely for the reich! commandant!!! help us!"
he dies on the second pass. he had turned around and stopped running looking at the carnage behind him. and was ripped to pieces..he was Vet 3 and the last member of his distinguished squad, that fought so hard that day.
Remember those men that ran into the church?
well,they died on the 3rd pass.
The 23mm cannons ripped THROUGH the wooden church,as the Il2 saw them running in at the beginning of their attack and killed all of them.
even the ones hiding under wooden tables INSIDE the church.
The end.
Posts: 333
Posts: 1003
Posts: 301
Posts: 1585 | Subs: 1
Posts: 44
For example, if you have a m5/ostwind in the area then the plane should be shot down more reliably every pass (50-75% chance as elchino7 suggested), the upgunned 222/m3 should have a ~25% chance per pass, and the tank gunners should be left as is.
To increase the risk/reward of it, if a plane is shot down, it should prevent future planes call ins from coming in (or at least significantly increase the cool down) to reward the defensive player for having AA, and prevent the offensive player from just blindly calling in plane. *note: this "shot down bonus" should not apply to recon runs.
Posts: 177
I like the *assumed* patch notes a lot and cant wait to try them (especially regarding the IL2). That being said, it would be nice if AA was in general more effective.
For example, if you have a m5/ostwind in the area then the plane should be shot down more reliably every pass (50-75% chance as elchino7 suggested), the upgunned 222/m3 should have a ~25% chance per pass, and the tank gunners should be left as is.
To increase the risk/reward of it, if a plane is shot down, it should prevent future planes call ins from coming in (or at least significantly increase the cool down) to reward the defensive player for having AA, and prevent the offensive player from just blindly calling in plane. *note: this "shot down bonus" should not apply to recon runs.
Well, according to leakz, Quad AA will have more damage, 80 to 120.
Posts: 587
Well, according to leakz, Quad AA will have more damage, 80 to 120.
lol what are you saying M5 quad price will get raised from 90munitions to 120munitions and its damage raised from 4.8 to 8 damage
Posts: 177
lol what are you saying M5 quad price will get raised from 90munitions to 120munitions and its damage raised from 4.8 to 8 damage
Oops, right.
Posts: 950 | Subs: 1
Posts: 17914 | Subs: 8
AA has nothing to do with damage though, so the m5 will not kill planes any easier.
But it will finally be able to kill infantry.
It got horrible suppression(6+ bursts to suppress squad with no cover) and horrible damage currently(1.5 bursts needed per non pio model at point blank range) so maybe at last it will be worth building it for anything else then reinforcing.
Posts: 401
Posts: 17914 | Subs: 8
I thought planes did have an HP stat?
No, there is set % chance per weapon to shoot it down.
It can be first MG42 bullet and it can not get shot down by 3 ostwinds for whole duration.
Posts: 401
Regardless, I think planes should just have HP instead of random chance. Again, that whole RNG thing.
It should be enough HP so that it's very, very difficult to shoot down on the first pass, but if it wasn't shot at on the first pass, would have enough HP for the 2nd or 3rd passes.
Because plane crashes are fun, and designers can better set the effectiveness of these weapons with less random values.
Posts: 337
I know at some point, someone in the know on either on the community forum, or here, said that planes did have HP. Maybe at some point they did.
Regardless, I think planes should just have HP instead of random chance. Again, that whole RNG thing.
It should be enough HP so that it's very, very difficult to shoot down on the first pass, but if it wasn't shot at on the first pass, would have enough HP for the 2nd or 3rd passes.
Because plane crashes are fun, and designers can better set the effectiveness of these weapons with less random values.
Good idea actually.
Posts: 1595 | Subs: 2
IL-2 Sturmovik Attack
· Damage from 20 to 8 · Target lead in distance from 16 to 12 · Target lead out distance from 8 to 10 · Cost from 240 MU to 180 MU
More than a 50% damage nerf. Nice. Another over nerf in the making here.
Livestreams
36 | |||||
15 | |||||
13 | |||||
4 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.830222.789+36
- 2.561204.733+3
- 3.34957.860+14
- 4.916404.694-1
- 5.280162.633+8
- 6.305114.728+1
- 7.721440.621+3
- 8.14758.717+1
- 9.17046.787-1
- 10.1019662.606+4
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
6 posts in the last week
36 posts in the last month
Welcome our newest member, Hanceydcff
Most online: 2043 users on 29 Oct 2023, 01:04 AM