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Chruchill AVRE tank OP

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2 Sep 2015, 16:55 PM
#101
avatar of Alexzandvar

Posts: 4951 | Subs: 1


Imo the reload time (40s) is too short, it gets shortened even more if you are in cover or something or one of the vet boni, can't remember right now.

But don't you find such a short cooldown on something that does 640dmg a bit ridiculous?


Once the AVRE hit's vet 1 it has a reload of 28 seconds.
2 Sep 2015, 17:00 PM
#102
avatar of braciszek

Posts: 2053



Once the AVRE hit's vet 1 it has a reload of 28 seconds.


You could potentially just double the overrall reload time, and then its ability to reload on the move looks better. That would be truly long... If reload is a problem.

Not a fan of the commander TBH, just want my croc. :P
2 Sep 2015, 17:10 PM
#103
avatar of Jackiebrown

Posts: 657

Panther sat there like a sitting duck, between the command for the AVRE to shoot, aim, and fire, it takes about 5 seconds. AVRE SUCKS against moving targets, don't be an idiot and sit your tanks in front of the AVRE and expect them to not get screwed over. L2P issue guys, it's not hard to figure this one out.
2 Sep 2015, 17:17 PM
#104
avatar of MoerserKarL
Donator 22

Posts: 1108

the Avre is fine imo. The 1600 HP not. Never had a problem against them. Keep moving yout tank and get close to him.(Has the avre a minimum range, like the ST? Not sure about that)
2 Sep 2015, 17:29 PM
#105
avatar of Kubelecer

Posts: 403

Axis tears :romeoMug:

Keep crying that a tank that takes 5 seconds to aim and can't shoot out of LoS is better than Sturmtiger because it has more HP and ''muh acceleration''.

Nice logic :loco:


How about you make an AT unit and learn to micro, just like any other allied faction that has to play against ST

2 Sep 2015, 17:44 PM
#106
avatar of JohnnyShaun

Posts: 144



Sturmtiger:

-Max speed: 4.7

-Acceleration: 1.6

-Turn rate: 22

-Armor: 220 (242 at Vet 2)

-Health: 1280 (1440 at Vet 2)

-Range: 45

-Horizontally Traversable Gun (turreted): False

-Cost: 560 MP and 240 fuel (adjusted for fuel income reduction)

-Time to fire: Anytime between 2-4 seconds depending on how much the main gun needs to vertically traverse

-Damage: 640

-AoE: 8

-Doesn't get faster reload until Veterancy Rank 3

AVRE:

-Max Speed: 3.9

-Acceleration: 3.5

-Turn Rate: 33

-Armor: 280

-Health: 1600

-Range: 35

-Horizontally Traversable Gun: True (Speed is 25)

-Cost: 560 MP and 180 Fuel

-Time to Fire: 2 seconds

-Damage: 640 (320 on bounce)

-AoE: 8

-Faster reload at Vet 1

TLDR: Saying Sturmtiger and AVRE are the same is like saying a Sopwith Camel is the same thing as a ME262.


Oh wait, you forgot something :

Sturmtiger:

-1000 pen

AVRE :

-150 pen

Dont worry i'm sure it's was unintentional :foreveralone:
2 Sep 2015, 18:09 PM
#107
avatar of Switzerland
Donator 33

Posts: 545

Funny he also left out unless the turret is pointing the correct direction it also takes far longer than 2 seconds, don't try to be Cruzz unless you are going to present straight up facts for both.
2 Sep 2015, 18:13 PM
#108
avatar of OZtheWiZARD

Posts: 1439

Panther sat there like a sitting duck, between the command for the AVRE to shoot, aim, and fire, it takes about 5 seconds. AVRE SUCKS against moving targets, don't be an idiot and sit your tanks in front of the AVRE and expect them to not get screwed over. L2P issue guys, it's not hard to figure this one out.



Agreed. Also there was no smoke! They should have used smoke to flank! No chance without smoke! Clearly L2P.
2 Sep 2015, 18:16 PM
#109
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Funny he also left out unless the turret is pointing the correct direction it also takes far longer than 2 seconds, don't try to be Cruzz unless you are going to present straight up facts for both.


It takes far longer than 2-4 seconds for the Sturmtiger is your not facing the correct direction, and the Sturmtiger rotates slower than the main turret of the AVRE.

AVRE weapon traverse rate: 25

Sturmtiger rotation rate: 22

2 Sep 2015, 18:26 PM
#110
avatar of Switzerland
Donator 33

Posts: 545

If the turret is completely the wrong direction it will not be 2 seconds to fire, and you left out a pretty massive stat.
2 Sep 2015, 18:31 PM
#111
avatar of OZtheWiZARD

Posts: 1439

Actually cos turret rotates so slow it's almost like AVRE has no turret.
2 Sep 2015, 18:32 PM
#112
avatar of Australian Magic

Posts: 4630 | Subs: 2

If the turret is completely the wrong direction it will not be 2 seconds to fire, and you left out a pretty massive stat.


Thats damn thing with avre. You have to keep it on hold fire all the time.
If you forget, you will miss the chance to wipe cause turret has to turn and it needs few secs for this while opportunity is gone.
2 Sep 2015, 18:34 PM
#113
avatar of BrutusHR

Posts: 262

If the turret is completely the wrong direction it will not be 2 seconds to fire, and you left out a pretty massive stat.


Well, turret of a AVRE should be in a normal position most of the time, if u get an AVRE, u move it to a target, aim then shoot and go back, while reloading turret should go back in normal position. U wont go reverse to a target. Only reason why AVRE should aim in "wrong" direction it is because it is flanked and still it can reload and shoot back , u do that to ST and he will die, because he cant move while reloading... In scenario if both AVRE and ST are flanked and alone.

Both units are broken and should not be in game (in this state)
2 Sep 2015, 18:37 PM
#114
avatar of BrutusHR

Posts: 262



Thats damn thing with avre. You have to keep it on hold fire all the time.
If you forget, you will miss the chance to wipe cause turret has to turn and it needs few secs for this while opportunity is gone.


There is no hold fire on AVRE, turret is always aiming in front and won't aim at target, AVRE turret will move only if u order it to shoot somewhere.
2 Sep 2015, 18:40 PM
#115
avatar of Switzerland
Donator 33

Posts: 545

The AVRE turret turns to engage with its coax mg ordered or not. it is not fixed forward. If it was that would be one more of many similarities to the ST.
2 Sep 2015, 18:50 PM
#116
avatar of BrutusHR

Posts: 262

The AVRE turret turns to engage with its coax mg ordered or not. it is not fixed forward. If it was that would be one more of many similarities to the ST.


Well that is just stupid then, turret should aim forward and not rotate unless you order it to shoot somewhere. Rotating that gun because of coaxial is poor design. And probably will be fixed.
2 Sep 2015, 18:58 PM
#117
avatar of Alexzandvar

Posts: 4951 | Subs: 1

If the turret is completely the wrong direction it will not be 2 seconds to fire, and you left out a pretty massive stat.


Because for both of them if you are facing the wrong direction they need to spend a lot time to traverse. The entire point of me comparing their stats is comparing whats different. Should I list "they are both tanks" to?



Thats damn thing with avre. You have to keep it on hold fire all the time.
If you forget, you will miss the chance to wipe cause turret has to turn and it needs few secs for this while opportunity is gone.


This goes for the Sturmtiger as well

2 Sep 2015, 19:03 PM
#118
avatar of pugzii

Posts: 513



Because for both of them if you are facing the wrong direction they need to spend a lot time to traverse. The entire point of me comparing their stats is comparing whats different. Should I list "they are both tanks" to?



This goes for the Sturmtiger as well



trying to hard
2 Sep 2015, 19:04 PM
#119
avatar of Australian Magic

Posts: 4630 | Subs: 2



There is no hold fire on AVRE, turret is always aiming in front and won't aim at target, AVRE turret will move only if u order it to shoot somewhere.

Well, during alpha avre had hold fire for sure.
2 Sep 2015, 19:04 PM
#120
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post2 Sep 2015, 19:03 PMpugzii


trying to hard


Oh word? If you read the post that one was responding to I said that the Railway shell had a larger area of effect, not that it did more damage. Although I should assume these days people will just throw a fit over anything.
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