i remember either on cruzz thread or somewhere else in this site someone made a mod with and without focus fire weapon to see the difference with cheat mod on so he could see if damage was dealt and found that it did nothing
I missed that part. From what i remembered that's how cruzz described how it works and from personal test (i only did a test in the past to see how far away it could hit and if it hit different squads)
From what i read, Redterror and Mr Smith have completely different test results. One is based more in a model vs model and the other on a squad level. Nothing conclusive.
Soviet - Airbourne feedback
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One thing I noticed yesterday that should probably get changed is that the weapon slot priority of SVTs is higher than Flamethrower for Engineers - so as soon as the first model dies you lose your flamer. It should be higher for flamer.
That's with extremely generous assumption it actually is an issue.
Flamers usually fight at range 20, SVTs add 4,5 DPS at that range for CEs and SVTs don't really try to focus model after model, flamer alone may have ~5 DPS, but it does have AoE as well, so assuming THE absolutely WORST case scenario, where all models focus on 1 model, a gren model would die in ~6 seconds instead of ~8.
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That's with extremely generous assumption it actually is an issue.
Flamers usually fight at range 20, SVTs add 4,5 DPS at that range for CEs and SVTs don't really try to focus model after model, flamer alone may have ~5 DPS, but it does have AoE as well, so assuming THE absolutely WORST case scenario, where all models focus on 1 model, a gren model would die in ~6 seconds instead of ~8.
I was thinking more along the lines of you wanting flamer for garrison/heavy cover denial - where losing that utility hurts you a lot more than DPS at different ranges. Also I guess the fact that flamethrowers don't use accuracy so they are better against squads with high RA. Either way, point being that SVT upgrade probably has the biggest boost for CE and to not be able to use it in conjunction with flamer makes it even less appealing of an ability to me.
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Permanently BannedThey have also been trying to fool around with defense doctrine with both dshk and m42 so you can counter okw blob and luchs but as much as they tried to believe it, the dshk is just trash.
Posts: 61
SVT Drop is not too bad, even if numbers are not impressive. But - it feels overpriced. It also take 1 slot, which is serious problem for cons. And it's pretty much useless for anyone except cons and CE. There is also flamethrower drop problem.
In case of rework of the ability - how about PTRS for sniper?
Rocket Strafe used the way it shouldn't be used, not sure what to do about that. The strafe itself is bad.
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meanwhile in Weh CAS commander : stuka AI strafe take 1 slot(60muni)
USF Tactical support commander : P47 strafe take 1 slot(125muni)
nice commander balance, mod team
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brainless work
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Mighty soviet airborn guard can call il-2 strafe(60muni)
meanwhile in Weh CAS commander : stuka AI strafe take 1 slot(60muni)
USF Tactical support commander : P47 strafe take 1 slot(125muni)
nice commander balance, mod team
Now you're mad?
Where were you when all the boundled axis abilities were introduced?
All factions seem to get 10 doctrinal abilities shafted into 5 commander slots.
Either complain about all of them with no exceptions, or don't complain at all.
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I am really liking this commander after the patch notes. I think this will make the airborne more of a doctrine choice over shocks and guards. I love the vet 1 strafe choice - very fitting for the doctrine theme!
No, it does not. Airborne still has no sense of spawn behind enemy lines. The only possible use is to capture a point. If instead of the IL-2, the airborne would have had a high-precision artillery strike (as World in Conflict airborne) to destroy artillery or headquarters behind the front line, that would be the point.
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Now you're mad?
Where were you when all the boundled axis abilities were introduced?
All factions seem to get 10 doctrinal abilities shafted into 5 commander slots.
Either complain about all of them with no exceptions, or don't complain at all.
Your logic is really ridiculous
first, i am not axis fan boy
second, i point out when all the boundled axis abilities were introduced
third, YES NO EXCEPTION, Other inferior commanders should be corrected as well
or do not put in this way
Posts: 573
Mighty soviet airborn guard can call il-2 strafe(60muni)
meanwhile in Weh CAS commander : stuka AI strafe take 1 slot(60muni)
USF Tactical support commander : P47 strafe take 1 slot(125muni)
nice commander balance, mod team
Those are offmaps, Guard one has 40 range and requires CP3 high cost MP unit vetted to be usable, you might as well cry about Wehr artillery officer using same logic
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Mighty soviet airborn guard can call il-2 strafe(60muni)
meanwhile in Weh CAS commander : stuka AI strafe take 1 slot(60muni)
What is your point? How is an AI strafe you get to use right off the bat worse than one that is locked behind a 360 manpower squad that has to get to vet 1 first as well as having to be in range to call it in? How is this any different from things like the Ostheer Artillery Officer being able to call in a smoke barrage when other commanders use a slot for that?
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Those are offmaps, Guard one has 40 range and requires CP3 high cost MP unit vetted to be usable, you might as well cry about Wehr artillery officer using same logic
So, make them equal
why soviet commander get more 1 skill right that?
USF tactical support and Weh CAS commander have useless skill now
save 1 skill slot is more useful than now
offmap? who fucking care?
Are u using strafing skill while not in combat?
This is not off-map pin point bombing skill
Posts: 810
What is your point? How is an AI strafe you get to use right off the bat worse than one that is locked behind a 360 manpower squad that has to get to vet 1 first as well as having to be in range to call it in? How is this any different from things like the Ostheer Artillery Officer being able to call in a smoke barrage when other commanders use a slot for that?
Smoke barrage and strafing run is different, dude....
smoke is just blocking sight support skill and strafing run is combat skill
Can u explain why USF strafing run is 125muni while soviet airborn guard have 60muni free slot skill?
lol Weh CAS strafing run cost is 60muni
what a nice commander balance
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So, make them equal
why soviet commander get more 1 skill right that?
USF tactical support and Weh CAS commander have useless skill now
save 1 skill slot is more useful than now
offmap? who fucking care?
Are u using strafing skill while not in combat?
This is not off-map pin point bombing skill
But he just explained to you how that kind of abilities already exist in game and are more powerful...
Plus, there is quite a few units already existing with that mechanic.
USF major, IR pathfinders.
Ost arty officer.
OKW sturm officer(with his personal propaganda arty).
Soviet commissar(I think he also has prop arty?)
Command panther with mark target.
UKF arty flares of sniper and pyrotechnic section, valentine victor target.
And I probably forgot about a couple.
Pin on demand isn't really that strong, its the same power level as forced retreat we already have in game as units ability.
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