AEC Treadbreaker Is Broken
Posts: 467
http://plays.tv/s/Kku3cZkJ3-6C
http://plays.tv/s/Kku39G7iMG9M
http://plays.tv/s/Kku3D97OELxy
Posts: 4474
Posts: 1384
Posts: 708 | Subs: 1
Posts: 1890 | Subs: 1
+1 to Dullahan. Please make this ability actually work fairly often and nerf duration accordingly. (Or turn it into temporary engine damage or something). Brits are so terribly designed when it comes to snares... AEC, Sniper Vet 1, and Gammon Bombs, combined with PIAT accuracy and barf.
Slightly OT - I never realized that you could use Target Treads from max distance.... I always had assumed you had to be close.
Posts: 17914 | Subs: 8
Plus it needs to pen to work.
And that is really low chance vs panther frontally.
Go try lotto or something.
Posts: 543
Posts: 4474
Let me guess, OP believes PaK40 TWP is perfectly fine and balanced in comparison?
Plus it needs to pen to work.
And that is really low chance vs panther frontally.
Go try lotto or something.
If only worked like dat I would be rich for every plane fallen on my retreat position and doomsayer from shredder and golden monkey always last card
Posts: 609
Posts: 467
Let me guess, OP believes PaK40 TWP is perfectly fine and balanced in comparison?
Plus it needs to pen to work.
And that is really low chance vs panther frontally.
Go try lotto or something.
TWP stun for a few seconds from cumbersome AT gun vs immobilise for 25 seconds from armored car. Great comparison there Katitof! It's not low chance if it's working 3 times in one match.
Posts: 8154 | Subs: 2
The problem is not penetrating, it's actually been able to shoot as the ability is kinda bogus. So it basically only works if the target is practically still, like in your vids.
So yep, kinda broken on both ways (UP and OP)
Posts: 232
If only 1 shot hits, it's an 8 second immobilize.
If 2 hit it's in the 22-25 range.
It's buggy as hell and not permanent like engine damage. It's also one of 2 non doctrinal snares that UKF get and the only one that actually snares tanks.
Posts: 269
Posts: 307
Posts: 467
It actually fires 2 shots. Both can (and often will) miss.
If only 1 shot hits, it's an 8 second immobilize.
If 2 hit it's in the 22-25 range.
It's buggy as hell and not permanent like engine damage. It's also one of 2 non doctrinal snares that UKF get and the only one that actually snares tanks.
Doesn't seem to buggy, look at the evidence.
Posts: 3103 | Subs: 1
Penetration is set to 1000 if this is the correct file http://stat.coh2.hu/weapon.php?filename=aec_tread_shot_mp
The problem is not penetrating, it's actually been able to shoot as the ability is kinda bogus. So it basically only works if the target is practically still, like in your vids.
So yep, kinda broken on both ways (UP and OP)
So works like the old bugged (I think it was or something, I don't really know, I was actually fine with it) Pak40 TWP?
Posts: 113
Posts: 232
Doesn't seem to buggy, look at the evidence.
You might want to read this very thread. Here's a few examples:
Yeah I'd rather the stun duration wasn't as long but the ability actually fucking worked 9/10 times when you try to use it. I have no idea what the conditions are for it but just pressing the button and clicking never seems to do the job.
Hahaha I opened this expecting this to be about how god-awful buggy and terrible this ability is.
I noticed that sometimes I click the damn thing and it doesn't work. It seems it's not just me. But yeah, when it works, it's very awesome
+1 to Dullahan, this thing is pretty nasty IF it works, but 90% of the time, it doesn't.
The problem is not penetrating, it's actually been able to shoot as the ability is kinda bogus.
You might also want to try actually using the ability in a real game.
I didn't even go into the shot timing because I'm uncertain of the exact details. I'm simply not sure if it works within the current shot cycle, triggers a reload cycle or has its own windup time. In any of those cases it's clear that the snare is far from instant and requires the AEC to remain in range throughout - a risky prospect against actual tanks at best.
Posts: 680
The requirements seem to be that the AEC is stationary and directly facing the target. Target itself pretty much has to be stationary and it still misses rather often. If the treadbreaker shots themselves do any damage then it isn't noticeable.
Posts: 181
How can it be balanced to than an ARMORED CAR can constantly IMMOBILISE a PANTHER for 20-25 SECONDS for 30 MUNITIONS???
I really don't like this balance policy. A unit shouldn't lose all utility when a more expensive unit arrives on the field.
That said, Tread Shot is broken in both senses of the word.
In 500 hours with the Brits I only recall using this successfully twice. Neither resulted in a kill.
The requirements seem to be that the AEC is stationary and directly facing the target. Target itself pretty much has to be stationary and it still misses rather often. If the treadbreaker shots themselves do any damage then it isn't noticeable.
I have actually used Tread Shot successfully.
The issue is that the fire cone on Tread Shot is set to 5, half that of the AEC's main gun. Simply increasing the fire cone to 10 seems to make the ability function significantly better.
As for how the ability should be balanced, I suggest that the first shot temporarily slows the target when it hits and the second shot now only causes engine damage.
Livestreams
20 | |||||
13 | |||||
9 | |||||
2 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1101614.642+2
- 5.305114.728+1
- 6.916405.693-2
- 7.271108.715+22
- 8.721440.621+3
- 9.1041674.607-2
- 10.17146.788+1
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
39 posts in the last month
Welcome our newest member, Rodfg15
Most online: 2043 users on 29 Oct 2023, 01:04 AM