While damage reduction is nice, I'm not sure how much it'll do. Usually, if a tank round lands near the crew, it'll get instawiped, .9 damage modifier or not.
The value is more of an estimation probably needs to be tested... |
I would try the following changes:
1) Veterancy overhaul so that bonuses do not revolve mostly around cloak and also benefit garrison
2) Cloak available only when stationary
3) Reaction times greatly reduced
4) lowered penetration but deflection damage similar to other rocket munition
5) 0.9 damage reduction of crew
6) greater angle when in trench
7) maybe damage reduction
Now requires first set up. Faust unlocked when Truck is built |
Since we seem to be drifting of topic, back to the question:
"Why does the Firefly have to suck so much?"
It simply does not.
I has an inconsistent performance due to the design of tulips.
In addition UKF recently received snares and there is hardly anything indicating they need a buff in the AT department. |
Actually his claim is correct in team game, because you never face a single squad running into the MG. Any blob with 2 squad or above can pass through it easily.
No his claim is that any one can squad can attack vickers frontally and throw grenades at and it simply false.
Exaggeration do not promote a balance debate.
Now if you are talking about more than squad it is a different story. |
So it is. Had the old value in my head.
So the most expensive option is as much as the Croc/FF, the other three stand at cheaper.
I'm not including teching because the mix of tech tiers, sidegrades and optional unlocks make it a complex mess that deserves a thread of its own - but in general, works out fine and with similar total expense. The CP delay for the croc and builsing delay for the KT stack up and unless you float a lot and double down on inf AT neither is your first vehicle.
Regardless, the point was much, much simpler.
Croc + Firefly is good. Kf course it is. It's nearly 400 sodding fuel spent on vehicles. Any conbination of 400 fuel of vehicles is going to be a tour de force.
And it you have provided no reason why it should become better by buffing the FF.
Croc is 230, FF is 155, combined total 385.
KT is 260. IRHT is 5. That's 265 between them. The most expensive of the alternative third vehicles I listed is the stuka at 100, bringing the bet cost to at most 365 - 20 under the cost of a Croc and Firefly.
The tulips are absolutely not a standard vehicle calculation and please stop acting like A) thet they always hit and B) that there isn't a minimum of 150 mu invested into a potentially wasted ability in order to get there.
Tips aren't free. Tulips don't track or autofire. They're a huge munution sink that sort of comoensates for the FF being hideously cost inefficient. I would much rather spend the MU on an IR pathfinder barrage for more damage and crits than have to buy a 155 fuel lackluster TD for the generous ability to then also spend hundreds of MU when a JgPz or Jackson don't need to spend a dime.
And you should stop acting as if tulip do not exist, it is simply misleading. If you actually read my post I said that one could redesigning tulip to make the FF more consistent.
As for your KT argument it really makes little sense Croc sees allot more action than KT. In addition not taking into account tech cost is misleading especially since a croc FF combo only needs T3 tech. |
yup,It is not like wehr having ultra vision with pioneers. So testing vicker in max range is kinda unrealistic.
Actually Tommies get vision bonus with pyrotechnics and with vet 1 when in cover.
I have tested Vicker with normal vision and it was able to stop PG, grenadier and assault grenadier with sprint before throwing a grenade when they charged frontally in gray cover.
So they claim (made by ddd)that any squad can attack a Vicker frontally and throw a grenade is simply false. |
I think you are misinterpreting "high" TTK as it being "fast" rather than what Katitif and Elchino mean, which is that "high time to kill" means it takes a long time to deal damage.
A high time to kill would mean low DPS and would give entities plenty of time to get into cover before getting killed. Low time to kill (high DPS) is what you are describing.
Actually that one was typo (was about to type High DPs). Thanks for pointing it out. |
A Croc and a FF is 385 fuel.
You can get a King Tiger, Flack HT/Puma/Luchs/Stuka and IR truck at that less than that fuel cost, of course it's going to be a strong combination.
The Firefly still has an awful damage output for its cost and that does matter - a lot.
Being able to burn a boat load of munitions every single engagemrnt to push back axis armour is not a useful expense.
Alpha damage means nothing whenn the tme to kill an enemy tank gives them a huge window to cause bleed, and thr sluggish reload and movement speed give tanks a large grace window with which to escape after they hit the 1-hit threshold.
At vet 3 it starts to really pay for itself, but the journey to get there is awful.
Check your numbers on your fuel calculation they are simply wrong.
A firefly using Tulip can delete anything bellow a PzIV in around 10 secs so the claim it has "awful damage output" is simply misleading.
Once more the UKF do not really seem to have any trouble dealing with armor and thus there is no real reason to buff the FF.
Redesigning the unit to be more consistent (basically redesigning Tulips) might improve the game but that is another issue. |
Yes... moving unit is at disadvantage because it has lower DPS.... because the other unit is using cover... therefore moving unit can't just stop and start unloading, what could happen in high TTK enviroment... because positioning matters much more in low TTK environment... and shorter TTK promotes good positioning even pre engagement and elchino7 already explained to you why.
It really boggles my mind why you try to swim upstream so hard despite being clearly wrong.
A unit moving will have lower DPS regardless is in the opponent is in cover or not, your claim is simply false, and low TTK means that entities will die before one can even move into cover.
The only one wrong is actually you who claim that QCQ would rolfstomp everything while in the current state it is these units that are receiving buff.
Since once more you are just posting to prove me wrong (and fail miserably at it) and once more you are getting personal I will simply wish you a good.
Bye bye. |
Which means the unit who already was in cover had a great advantage by being in cover and not taking damage that could change that outcome.
Which means cover is more important with high lethality, which means you also need specialist durable CQC units or units advancing on terrain WITH cover to protect themselves on approach/positioning, which means cover is much more meaningful and impactful in low lethality setting, which contradicts your own personal (and wrong) opinion.
Not really it simply means that the unit moving is an disadvantage because it lower DPS.
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