TankDoc_1985

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Viewing 15 posts - 16 through 30 (of 33 total)
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  • in reply to: Show tier requirements on the techs in tech tree #7999
    TankDoc_1985
    Participant

    Cool! I just write down all the stuff that comes in my mind and you can do whatever you want and whenever you want with it 🙂

    in reply to: Suggestion for airborne #7979
    TankDoc_1985
    Participant

    One more thing, about the beacon retreat point. I think it would be useful in behind enemy lines operations (that are not worth it right now, as discussed earlier), so the paras dropped in enemy territory could retreat there. Maybe the beacon retreat point should work only in enemy territory so on friendly territories the usual retreat point must be used (ambulance and FOB tent). And also only paratroopers that are in enemy territory could retreat to that beacon so it wouldn’t abused to used as a “retreat forward” feature. Or something like that.

    in reply to: Suggestion for airborne #7977
    TankDoc_1985
    Participant

    Also the beacon is reducing the spreed area of the paradrop units.

    Honestly I didn’t know that! I will try it and tell you about the drop spread. However it is hard to call in pathfinders because after that I have to wait 5-10 min for cooldown to call in 82nd engineer or the 3 squad 82nd drop (but separate cooldowns would help this).

    I also re-read @Death_Kitty guide, there are some good points in it, I will try to utilize them!

    Airborne Guide

    • This reply was modified 5 years, 9 months ago by TankDoc_1985.
    in reply to: Colmar tiger limited to 1 #7976
    TankDoc_1985
    Participant

    I see, some other tank then, maybe 12 panther (only 1 at battlefield ofc) and after all panther died call in 32 P4-s (1 at a time). Idk if moddable like this, and p4-s would see battlefield only on very long battles or maybe never, but this would be historically accurate 🙂

    https://en.wikipedia.org/wiki/French_Forces_of_the_Interior#Weapons_and_equipment

    Some heavy armored fighting vehicles were obtained, notably British Cromwell tanks (150 provided by the United Kingdom) and captured German tanks (44, of which 12 were Panthers).[9] The 12th Regiment of Dragoons received 12 Cavalier tanks among other British equipment in April 1945.[10] In other cases, FFI units used vehicles no longer favored by Allied forces, such as the U.S. M6 Fargo, a light truck with a portee 37 mm antitank gun. Finally, civilian vehicles and practically anything else in running condition were pressed into service and used until they could no longer be maintained.

    in reply to: A problem with The French Resistance #7968
    TankDoc_1985
    Participant

    Hiding resistance building somehow would be really cool!

    in reply to: Suggestion for airborne #7967
    TankDoc_1985
    Participant

    I played a few rounds with US airborne and I think they became a little obsolete by now. I mean all other 3 US doctrine has heavy hitting units (armor has tanks, infantry has jumbo, arty has captured 88 gun) for the late game but airborne doesn’t, they can rely only on the airstrikes but if they miss or get shot down there is not much that could stop an elephant or KT or the 3 tiger from freiwilligen. So I have some ideas (that could be discussed and refined)

    • airstrikes need buff, lower price and cooldown, also separate cooldown for each type
    • paratrooper drop lower cooldown, separate cooldown for each unit
    • pathfinders beacon used as retreat point and it could have a bigger area that would be used for precision paratrooper drops so the solders wont die because of trees and other obstacles in that area. (This buff might make me to use pathfinders, that I never do right now)
    • change the M10 call in for jacksons, or 1 jackson and 1 m10

    Also there is a UI bug, when all tech is unlocked then the last icon covers the manpower resource counter, you can see it here for example: https://youtu.be/8U0cx4fL77I?t=3278

    in reply to: New Mechanized thoughts #7965
    TankDoc_1985
    Participant

    Guys, that AT rifle grenade needs a little nerf. I think it would be better if it would be an ability used for free after the squad is upgraded with it, but it should have a cool down, same as other rifle grenades.

    I think this because they shoot it
    a, at very long range
    b, for infinitely
    c, with a pretty high ROF
    d, for free
    d, and it just looks simply silly somehow, I can’t explain but it is a bit immersion breaking watching this

    in reply to: Balance Ammo Dump #7926
    TankDoc_1985
    Participant

    Maybe swap the m20 command vehicle and cav recon unlocks, and add WP off map only with the m20 ordnance unlock. I am fine with it.

    in reply to: Balance Ammo Dump #7922
    TankDoc_1985
    Participant

    Well, if WP M20 off map is OP than what is this?

    youtu.be/Q9fLF_nm0OQ?t=2767

    I think its the Manteufel call in, but if I am not mistaken, there is also the stuka zu fuss that has this same scorched earth salvo, that can make a game instantly gg wp bb.

    So wp offmap is not op I think, also because it is unlocked pretty late, because priority for armored should be the sherman price and build reduction, that is 4 CP, after that 76mm for 1 CP, and E8 for 1 cp and jackson for 2 cp, that is already 8 cp.

    Btw,  what gives the M-20 Ordnance Upgrade unlock, it says extra ability for the m20 command wehicle, but I dont see any new abilites.

    • This reply was modified 5 years, 9 months ago by TankDoc_1985.
    • This reply was modified 5 years, 9 months ago by TankDoc_1985.
    in reply to: Suggestion for airborne #7909
    TankDoc_1985
    Participant

    Yeah that would be cool! Also most of the paratroopers should have the smokes, because they are pretty much instantly suppressed when dropped behind enemy lines. Or there could be a call in with and a call in without smoke, with smoke would cost more of course.

    in reply to: Centaur AA needs buff against infantry #7896
    TankDoc_1985
    Participant

    It was the 222 spahwagen. It has HE ammo by default and need to change it manually to AP (for ammo) like in luchs, so its ok I guess. But USA AA trucks can kill both infantry and light armored trucks very fast with the same default ammo, is it because of realistic ammo\gun modeling?

    in reply to: Centaur AA needs buff against infantry #7887
    TankDoc_1985
    Participant

    Yesterday I played as SS freiwilligen, they have 20 milimeter armored car (idk what other german doc has this too, i dont really play axis). So I built it to kill the USA AA truck. Well my 20 mil armored car did no damage at all to the AA truck (only lightning icon crit, shock crew maybe?), and after AA truck destroyed my armored car with one burst.

    Is this a bug?

    in reply to: Centaur AA needs buff against infantry #7855
    TankDoc_1985
    Participant

    Compared to the other 20 milimeters (AA trucks and luchs), yes, totally weak. I might do a comparison video of it, but if you check these times on the video I previously posted: 24:20 to 24:53, you can see it barely makes any damage.

    TankDoc_1985
    Participant

    Also when empty gun is recrewed the gun support infantry with rifles keep shooting at infantry even tough the “Target Vehicle Only” is active. Problem with this is, that the gun will loose its stealth mode and gets revealed.

    Present in current 3.2.4 version.

    in reply to: Let's get to the essential! #7819
    TankDoc_1985
    Participant

    Well wikinger is not really for annihilation I think 🙂
    Conquest is the way it is best played, so all points are equal. It doesnt suffer from what you wrote, that there is 1 VP or 1 fuel that all sides try to take

    Also you can annihilate the enemy on conquest if you want 🙂 And you can set high resources btw so early game can be skipped a bit.

Viewing 15 posts - 16 through 30 (of 33 total)