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russian armor

Hector´s way of fixing light vehicles and call ins

19 Oct 2016, 19:13 PM
#61
avatar of Vuther
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Posts: 3103 | Subs: 1

Not going to check numbers or discuss the point, but what you have to realize that even small numbers might make a lot of difference. It's not about the raw damage small arm weapons can do, but moving the threshold of numbers of shot required to kill through AT sources.

It might not be the most frequent situation, but anything involving PTRS, HMG/MG upgrades, indirect fire and even nades, might make seemingly non consequential small arm fire lethal.

Indeed. Sometimes a light vehicle makes it out of a busy battlefield by literally a scratch, sometimes it doesn't. Sometimes a 5% chance for 8 damage happens, sometimes it doesn't.
19 Oct 2016, 19:22 PM
#62
avatar of elchino7
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jump backJump back to quoted post19 Oct 2016, 19:13 PMVuther

Indeed. Sometimes a light vehicle makes it out of a busy battlefield by literally a scratch, sometimes it doesn't. Sometimes a 5% chance for 8 damage happens, sometimes it doesn't.


Rifle damage is heavily RNG based but if we move to semi and auto, that's a completely different world (a more "reliable" one). We have rear echelons that are as scary as Rifles and any SMG ends ups been "dangerous" cause they can't miss their shots against vehicles.

And people are not accounting for rear armor as well. This makes something trivial as fighting a support weapons crew scary at some points (not even accounting for OKW op crews :P)
19 Oct 2016, 19:25 PM
#63
avatar of achpawel

Posts: 1351

Completely agreed with the two above posts - you must remember how many small arms there are shooting at the vehicle - it deals a lot of damage because there may be 30+ models shooting at the same time. A lot of squads are upgraded with weapons like lmgs - from my experience they deal more damage than regular rifle carabines; add the fact that there are no crew repairs on ost vehicles and it simply often happens that they have to operate damaged for some time, which makes them voulnerable for longer periods of time than US vehicles.
19 Oct 2016, 20:56 PM
#64
avatar of Mirdarion

Posts: 283

Completely agreed with the two above posts - you must remember how many small arms there are shooting at the vehicle - it deals a lot of damage because there may be 30+ models shooting at the same time. A lot of squads are upgraded with weapons like lmgs - from my experience they deal more damage than regular rifle carabines; add the fact that there are no crew repairs on ost vehicles and it simply often happens that they have to operate damaged for some time, which makes them voulnerable for longer periods of time than US vehicles.


Which is exactly why the 222 needs the health buff reverted and a proper armour adjustment.
20 Oct 2016, 06:46 AM
#65
avatar of achpawel

Posts: 1351



Which is exactly why the 222 needs the health buff reverted and a proper armour adjustment.


Agreed - I believe better armour is more needed than more health.
20 Oct 2016, 08:46 AM
#66
avatar of Vipper

Posts: 13496 | Subs: 1

One can easily fix 222 by reintroducing 221. 221 can be the cheaper counter to armored cars and infantry while the more expensive 222 (in MP and fuel not an upgrade with mu) could be the soft counter to light tanks.
20 Oct 2016, 10:45 AM
#67
avatar of achpawel

Posts: 1351

jump backJump back to quoted post20 Oct 2016, 08:46 AMVipper
One can easily fix 222 by reintroducing 221. 221 can be the cheaper counter to armored cars and infantry while the more expensive 222 (in MP and fuel not an upgrade with mu) could be the soft counter to light tanks.

Why not. How about repair bunker for ost? I think its a must have to be able to use ost vehicles more effectively.
20 Oct 2016, 11:34 AM
#68
avatar of Australian Magic

Posts: 4630 | Subs: 2


Why not. How about repair bunker for ost? I think its a must have to be able to use ost vehicles more effectively.


There is no need to buff OST/SU repair rate.
But there is need to nerf WFA repairs.
20 Oct 2016, 12:23 PM
#69
avatar of achpawel

Posts: 1351



There is no need to buff OST/SU repair rate.
But there is need to nerf WFA repairs.

Ok. I still think pios have too many duties to be tied to repairing. In coh 1 there were bunkers that U could upgrade with repairpios. I'd like that idea.
20 Oct 2016, 12:39 PM
#70
avatar of Brassatko

Posts: 175



There is no need to buff OST/SU repair rate.
But there is need to nerf WFA repairs.


Sturmpios cost 300, reinforce very slowly at 32 MP, cannot build bunkers, no access to flamers and a single 90 muni schreck upgrade that denies a sweeper. So a nerf is needed based on what?
20 Oct 2016, 12:47 PM
#71
avatar of Vipper

Posts: 13496 | Subs: 1



There is no need to buff OST/SU repair rate.
But there is need to nerf WFA repairs.


Imo that is simply resolved also, all engineer repair at OST/SU speed, minesweeper become mutually exclusive with weapon upgrades but provide bonus repair speed and vet bonus repair speed...
20 Oct 2016, 12:53 PM
#72
avatar of Australian Magic

Posts: 4630 | Subs: 2



Sturmpios cost 300, reinforce very slowly at 32 MP, cannot build bunkers, no access to flamers and a single 90 muni schreck upgrade that denies a sweeper. So a nerf is needed based on what?


Powerful CC unit, which can hide sweeper, with great veterancy which is gained damn fast with schreck and nades.

Nerf is needed so your 90% damaged KT won't back to fight with full health in 30 seconds.
20 Oct 2016, 13:06 PM
#73
avatar of Brassatko

Posts: 175



Powerful CC unit, which can hide sweeper, with great veterancy which is gained damn fast with schreck and nades.

Nerf is needed so your 90% damaged KT won't back to fight with full health in 30 seconds.


They cost roughly twice of the soviet engineers, having access to flamers and demos is a huge advantage on their counterparts. That is why they are better in some areas and no nerf is needed?
20 Oct 2016, 13:24 PM
#74
avatar of Australian Magic

Posts: 4630 | Subs: 2



They cost roughly twice of the soviet engineers, having access to flamers and demos is a huge advantage on their counterparts. That is why they are better in some areas and no nerf is needed?


And how repairs nerf fix, is going to nerf SP performance?

So what they don't have flamers or demos if they are better at everything?
Damage, survability, toggle on/off sweeper, veterancy, AT upgrade, repairs speed, nades.
Wanna go deeper? Better don't.

USF, OKW and UKF repair speed should match OST/SU. No need to fix 90% damaged KT or Churchill in 20-30secs.

/Done.
20 Oct 2016, 13:57 PM
#75
avatar of achpawel

Posts: 1351




USF, OKW and UKF repair speed should match OST/SU. No need to fix 90% damaged KT or Churchill in 20-30secs.

/Done.


And we should do something with ost repairs (bunker) + reduce the repairing speed of crews. Crews are too good at repairing compared to dedicated units (they are actually better with crit repair) it's too much - when U damage a light vehicle normally U have a chance to chase it and finish it off. With US vehicles U don't ususally get that because of crew repair. Secondly, thanks to crew repairs they come back to combat very quickly and that's op. Their battlefield presence is too high because of the ultra fast repair speed in real battlfield situations (no need to call in additional unit, which takes time and reduces infantry presence on the field). US light vehicles deal a lot of damage, quickly repair and come back to kill again. Sometimes it may look like they have 2 stuarts not one. Because of that they don't need to build echelons and can have more, eg, rifles. Generally, to me vehicle stats with US is just tip of the iceberg.
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