Login

russian armor

A-move SdKfz251/17 makes it fire before setup

18 Dec 2014, 21:38 PM
#1
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

18 Dec 2014, 21:44 PM
#2
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

It's not a bug, it's a feature. :D

#reliclogic

Seriously, I don't mind if the AA HT sets-up while moving. That makes the whole 4 sec set-up mechanic less annoying.
18 Dec 2014, 22:21 PM
#3
avatar of Katitof

Posts: 17914 | Subs: 8

Feature.

Vehicle is considered as "stopped" when you press S, not when you actually stop, therefore you start to set up while you still drive.
18 Dec 2014, 22:41 PM
#4
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

lol I hope those of you that are calling it a feature are trolling.

It has a set-up time. You can use a trick (attack-move) to FIRE before you do any set-up time at all. That ain't right and should be fixed one way or the other. Either make it always need to set up before firing or remove the whole set-up time entirely.
18 Dec 2014, 22:45 PM
#5
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post18 Dec 2014, 22:21 PMKatitof
Feature.

Vehicle is considered as "stopped" when you press S, not when you actually stop, therefore you start to set up while you still drive.


Ah so hitting S just before a vehicle fires allows it full accuracy? That's good to know.
18 Dec 2014, 22:47 PM
#6
avatar of Katitof

Posts: 17914 | Subs: 8

lol I hope those of you that are calling it a feature are trolling.


I never troll when it comes to stats and mechanics :megusta:

Its a feature and Mr. Someguy understood it right mmkay :guyokay:

It should still fully setup before shooting, just not fully stop before setting up.
18 Dec 2014, 22:50 PM
#7
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

It doesn't set up at all. It's moving, then it starts firing, then eventually it sets up. That can't be right.
18 Dec 2014, 22:56 PM
#8
avatar of J1N6666

Posts: 306

jump backJump back to quoted post18 Dec 2014, 22:21 PMKatitof
Feature.

Vehicle is considered as "stopped" when you press S, not when you actually stop, therefore you start to set up while you still drive.


Completely agreed, therefore as mentioned it is also firing when the S is pressed...

#RELICALWAYSRIGHT
18 Dec 2014, 23:09 PM
#9
avatar of NinjaWJ

Posts: 2070

lol I hope those of you that are calling it a feature are trolling.

It has a set-up time. You can use a trick (attack-move) to FIRE before you do any set-up time at all. That ain't right and should be fixed one way or the other. Either make it always need to set up before firing or remove the whole set-up time entirely.


i think it is a bug affecting the flaktrack and the AA halftrack of the USF. THere is a way to make it move in "half-set up" so it fires almost instantaneously when it stops.
19 Dec 2014, 09:03 AM
#10
avatar of spam.r33k

Posts: 503

i think this "feature" is offset by the flak ht needing to setup again when you manually target a different unit (hence i use attack ground to target different units...)

tired it again. was fixed
19 Dec 2014, 09:05 AM
#11
avatar of Cruzz

Posts: 1221 | Subs: 41

It doesn't set up at all. It's moving, then it starts firing, then eventually it sets up. That can't be right.


That's not how it works.

When you amove with flakht, it will start setting up during the move, and when it reaches the exact point where you attack moved it to, it will stop, and either finish the remaining setup or start immediately firing if it was setting up long enough while moving.
19 Dec 2014, 14:42 PM
#12
avatar of boc120

Posts: 245

In either case, I think it needs to be made so it has to fully be stopped before the set up timer starts.
19 Dec 2014, 14:53 PM
#13
avatar of spam.r33k

Posts: 503

jump backJump back to quoted post19 Dec 2014, 14:42 PMboc120
In either case, I think it needs to be made so it has to fully be stopped before the set up timer starts.


why? 4 seconds is long enough imo. it used to be 3 (2 with vet). i think it was increased because relic cant fix how the setup works.
i also think that makes kind of sense . the crew would prepare themselves/the weapon before they reach their intended destination rather then wait till the driver has found the perfect parking spot
19 Dec 2014, 15:11 PM
#14
avatar of Katitof

Posts: 17914 | Subs: 8



why? 4 seconds is long enough imo. it used to be 3 (2 with vet). i think it was increased because relic cant fix how the setup works.
i also think that makes kind of sense . the crew would prepare themselves/the weapon before they reach their intended destination rather then wait till the driver has found the perfect parking spot


It was increased to 4 because tear down time was removed so it can quickly react to threat and escape.
It was put to 4 seconds as well to put emphasis on it being defensive vehicle, not offensive one.
19 Dec 2014, 15:20 PM
#15
avatar of spam.r33k

Posts: 503

jump backJump back to quoted post19 Dec 2014, 15:11 PMKatitof


It was increased to 4 because tear down time was removed so it can quickly react to threat and escape.
It was put to 4 seconds as well to put emphasis on it being defensive vehicle, not offensive one.


thats what relic claims. i think its far more likely they cant change the way stop orders interfere with setup so they piled another second on top of the 3 it already had :D

anyways do you really think its too strong because it is able to skip a portion of the setup time?
when playing vs okw i barely see anyone use this thing with great effect. i myself love using it and would probably use it less if it worked any other way (its mobility is still far from that of the USF AA HT)
19 Dec 2014, 15:54 PM
#16
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

thing is better than a luchs
19 Dec 2014, 15:55 PM
#17
avatar of warthog

Posts: 41

this is huge, that vehicle was supposed to be a defensive unit since it has too much firepower.
19 Dec 2014, 15:55 PM
#18
avatar of BartonPL

Posts: 2807 | Subs: 6

19 Dec 2014, 16:29 PM
#19
avatar of Hon3ynuts

Posts: 818

I don't actually recall seeing behavior this in the tourney when the flak ht was used in the later rounds so i don't think it is necessary in order to make the unit viable, therefore i think it should be removed feature or bug

Its got alot of firepower and if you want to save your stuff from dying you have to run right next to it (b/c its going to chase you if you run away)and mess with its min range to make it packup, pretty risky b/c if you fail you stand a high chance of losing a squad, even one at full hp.
19 Dec 2014, 16:44 PM
#20
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

The minium range from the flak HT can be easily circumvented by using attack ground, I've killed plenty of greyhounds and m20s that way
1 user is browsing this thread: 1 guest

Livestreams

Germany 33
unknown 30

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

868 users are online: 868 guests
0 post in the last 24h
5 posts in the last week
33 posts in the last month
Registered members: 49141
Welcome our newest member, igryskoj24
Most online: 2043 users on 29 Oct 2023, 01:04 AM