Sun1praxis

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  • Sun1praxis
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    • This reply was modified 4 years, 11 months ago by Sun1praxis.
    in reply to: General balance and early game for germans #8310
    Sun1praxis
    Participant

    Ill just say i played a game as defense spamming these half-tracks against somebody that didn’t believe they weren’t that good. I ended up annihilating 3 squads with one half track on average. That’s cost efficient. I’ve even said to some players that i wouldn’t be playing against them if they played defense. I suggest a nerf meanwhile the replacing doctrine is being built

    I now understand how wikinger’s weapons work, especially why the 50 cal. truck is so good: it’s a mobile 50 cal. MG! Even though it reflects the real specs, there’s something we are not considering. But anyway i’ve much more trouble to use them now that the wermatch infantry is armed with AT so much, especially that panzer doc upgrade with homing effects for 35 mun which i think is fine.

    in reply to: General balance and early game for germans #8278
    Sun1praxis
    Participant

    1-Us positions are too resistant like all the mortar pits and the AT positions. This has to be dealt with. They should have to be recrewed when attacked at least if not be destroyed with a satchel like MG nests.

    2- i guess theres very little that can be used to kill them in the early game, thats why the small AT gum thats OKW should be more powerful because thats the only thing that can take it out.

    4- i said that the infantry for tank hunter and def are less resistant than others. They just seem to die so much more faster than any other.

    5- the mortar range is fine honestly. The  dotted range limit for the US mortar though is inadequate. I just played a game against it and it should be nerfed by the way. It was one shoting all infantry units which is way too powerful. It was also very difficult to take out even with a panzer flamer.

    6-i do agree the 50 cal needs to be nerfed. The damage can stay that way but the suppression should take longer, the firing less accurate when moving and also deal less damage to vehicles in general. It should help the 222s to roam about the field more often ^^

     

     

     

     

     

    • This reply was modified 4 years, 12 months ago by Sun1praxis.
    in reply to: General balance and early game for germans #8250
    Sun1praxis
    Participant

    The infantry unit i am talking are the ones the Defense and Tank hunter have and i feel these units have less health for some reason. The damage output will be determined according the weapons of course. I am far from being able to give specific information regarding a comparison of all the units you are bringing up not being a modder ^^

    in reply to: A new way to play Wikinger: #7841
    Sun1praxis
    Participant

    If you can make this happen go ahead and do it! I think german players shouldnt be allowed to build 2 king tigers in one game but play more carefully with it. Anyway, games shouldnt last that long either! I think this is so interesting Olhausen! These elite units (armored or no) being irreplaceable would be very precious therefore subject to tactics and sometimes could be game winning ones.

    And yes airstrikes need the artillery system

    in reply to: Making flamethrowers more realistic #7840
    Sun1praxis
    Participant

    7 seconds activation for 20 mun and the flamethrower would not whipe squad but heavily damage health on first burst, units staying in the fire would begin to die,  then on the second burst take the whole squad.

    in reply to: Let's get to the essential! #7838
    Sun1praxis
    Participant

    I’m very interested in the smoke! I understand I’m would be trying to drop a smoke in the base, get my infantry with flamethrowers in it and then using G button to destroy them and similar tactics. What I think it might do is clear one side of the base for infantry and then i could do some damage with maybe a light tank from far away. That looks to be the best i’ve heard for now with the version of the mod. I’ll definetely try that out.

    Still, i would prefer to have them all out if not again give just one for free.

    One idea I had was that instead of having more vulnerable buidlings, production could be halted when taking some damage. That would be interesting. It would be very realistic needless to say that when you get shot in any of your buildings, you’re going to stop whatever you were doing.

    I’m actually very interested to hear what you guys have in mind regarding how can we incite early, mid-game base attacks.

     

     

    • This reply was modified 5 years, 2 months ago by Sun1praxis.
    in reply to: Let's get to the essential! #7832
    Sun1praxis
    Participant

    I just played a game as US infantry where i was able to bog down the germans in the early game up to the base. And still, while the game is obviously over while no gas was available to the other team. All they could do was fortify in base with Paks and whatnots. I had to wait for tier 4 shermans while i was at tier 2 only because if i stepped in the base i would get suppressed by the mgs… This is so wrong! I even told them to resign because it was taking too long to get mobile artillery in the action. There needs to be more defensive thinking for both sides in the early game. A line drawn by all players making fortifications to a certain degree and then thinking about agression and if you don’t do such a thing, you’re exposing yourself. Tier 4 is always a good choice in this manner. You will put more energy protecting your gas and then have the late game advange all for yourself. I myself in this game would not have rushed so much is i had to take care of 222s or flamming half-tracks incursions. I would spend munitions putting a minimum of mines, i would produce an AT gun and place it strategically on the map, and so on.

     

    The big idea I have can be described like this: the early game is cat and mouse gameplay being blind (no access to recon plances or flares, mostly just to spotting infantry) trying to figure out where the enemys forces and setting up your own defensive mesures. then tier 2-3 is fast and total warfare especially in the buffer zone. Tier 4 has in mind to attack directly the fortified positions if no other means were found to acheive a win. If a player goes for all out agression, the base is reachable for having no defensive strutures or units.

    For balancing, in my opinion all whats been posted previously is on spot. A little reworking and this mod will take most of my gaming time.

    • This reply was modified 5 years, 2 months ago by Sun1praxis.
    in reply to: Let's get to the essential! #7821
    Sun1praxis
    Participant

    I agree with Tankdoc. Just played conquest and i’ve been shown something else than what i experienced before.

    in reply to: Let's get to the essential! #7820
    Sun1praxis
    Participant

    Just edited the typos from my frantic writing

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