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des1206

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des1206 last won the day on April 29 2016

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About des1206

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  1. APB is a game that favors specialized units. Need to rush a building's MCT? Buy a Shotgunner/Flamer/Shock. Counter Allied armored? Shocks/RS/Volkov. Speed rush the other team? Use LTs. Counter Soviet Armor? Mech/Med combo or Longbows. Counter mech/med combo? Use Hinds/Shocks/TT. Counter Longbows? Use a TT or Yak. Ambush and infiltration? Use Phase or Chrono Tanks. Overall, almost all units have one or several unique "battlefield niche" that they occupy. The Devs have done a really good job designing fun to play with units that are strategically deep. This brings us to the ever (un)popular grenadier. On first look, this unit seems like a jack of all trades, but master of none. It doesn't hit hard at vehicles like the RS, and generally can't stand 1vs1 in an infantry fight. Its range is short, health is mediocre, and projectile path curved. No wonder I don't see it being play a lot online. Why should I use the grenadier only to lose to tanks, infantries, and base defenses alike? Who cares if it's only $160? However, a deeper look reveals the Grenadier actually has its strength and unique niche. The key here is that the Grenadier is actually the infantry in the entire game with most DPS vs building exteriors! Yes, you heard it correctly. Vs. MCTs, Shocks take the top spot, then Flamers, then Shotgunners, and then Officers (RS/Volk/Grenadiers don't get the MCT bonus), but when it comes to shooting at other parts of buildings, the Grenadier's DPS is King among infantries, and next comes RS, followed by (?) Flamers. In fact, the Nader's DPS is actually the same as the Heavy and Medium Tank. In other words, throwing grenades at the War Factory is as good as using a Heavy/Med to shoot at it. And even vs other infantries that are shooting at the MCT, Grenadiers' DPS still come ahead of the Officer's, and is not too far behind the Shotgunner (53 sec vs Nader's 60 sec to kill Barrack). That 7 seconds of difference are more than made up by the need for Shotgunners to run into a building and reach the MCT first, and possibly being distracted by defenders away from the MCT when attacking. Additionally, vs Vehicles, the Grenadier does ~66% of a Rocket Soldier's DPS. Sure 66% is still not a lot, and it's hard to hit things with grenades, but that's far better than the Flamer, the Shotgunner, or the Officer's DPS vs vehicles. So if you need a budget close-range anti-armor that also can somewhat deal with infantry, the Grenadier isn't a bad choice. Once you understand this, it opens up a whole variety of strategies. I will list some examples below: - With its top DPS, Grenadiers are great at killing MCT-less buildings like the silo, AA gun, SD, base defenses (if you can get close), and helipad. - Like the Flamer, Grenadier is a great choice when attacking inside buildings, since it can hit defenders and the building at the same time. The difference here is that Flamers much better DPS hitting MCTs, but do not do as much DPS hitting the walls vs the Grenadier. The Nader can afford to be "distracted" trying to kill the defenders and not lose valuable seconds away from the MCT. - With its curved throw, creative players can take advantage of terrain and map features to hit buildings from behind cover. After-all, there is no need to go for the MCT (no bonus). Can you imagine a heavy tank (DPS-wise) hiding somewhere behind a bush, shooting at the War Factory? - Lastly, take advantage of the High Ground (It's over Anakin!). You will have a much easier time hitting enemy infantry throwing grenades down than at the same level. As you can see, the Nader is not meant to be an open-field unit that you should run around with. Its strength lies in attacking structures, both from within and without. Additionally, it functions as a budget RS in close-quarter situations vs vehicles. So the next time you go attack the Allied base, use a Nader! I hope to see more of this unit in this game!
  2. The trick to a safe landing is to approach from already a low altitude. You should be descending long before you are near the strip.
  3. I want to add Migs do best on large maps with significant Allied vehicle usage. It would be awesome to see them in action on maps like TotheCore and RidgeWar where Soviets often have trouble keeping up with fast Allied units.
  4. Did you know: - Vs. buildings, Migs do more damage than Longbows. Numbers needed for buildings: Silo: 2 Migs or Yaks Allied buildings other than War Factory/NY/CY: 3 Migs/Yaks War Factory/NY: 4 Migs/Yaks - Vs. vehicles, Migs do 66% of damage of a Longbow. Still, Migs can two-shot (in one run) or less all Allied vehicles except the Medium/Light/Chrono Tank. - Migs have 66% of LB's health. - Migs fly at twice the Longbow's top speed (50m/s vs 25m/s), but because they need to circle around to attack and slow-down to land, realistically they don't always travel at twice the speed. - Migs aren't very good against planes. Use a Yak if you want to hunt air units. - You can get lucky with AA guns sometimes since they have to rotate to target you. You may be able to fly out of their range by then. - You can do barrell rolls with Migs by holding the direction button while flying.
  5. From my understanding, something similar was pitched during WWII, but it was quickly dismissed. The reason is that the bigger (and therefore slower) you are, the more vulnerable you are to artillery, who can definitely punch through your armor. Remember you would want thick armor on all sides, but the thicker it is, the heavier you get, and it only takes a shell to penetrate you at one point to destroy what's on the inside. The armor-mobility trade-off is just not worth it after a certain point.
  6. Can I lobby for a delayed armor regen for the Mammoth tank similar to infantry health regen? Armor wouldn't regen for 60 seconds since last damage, regen will be slow, and regen stops as soon as the tank takes any damage. This way it wouldn't be OP but would reward mammoth tanks drivers for playing it smart. It adds tactile depth to driving the tank and can make it more fun.
  7. When there is only a few players, the maps are always restricted to AI-bot maps. It gets boring real quick and then players leave, leaving no one to seed a game. Can we get rid of the automated map selection where if there is less than 4 players it defaults to an AI-bot map?
  8. I feel restricting map rotation to only maps with bots is not a good idea. Any single or two players come on can play those maps only, and they quickly get bored. They then leave without being able to "seed" a larger game.
  9. In practice, I find it hard to use that strategy given Heavy's lower maneuverability. Would love to get a second opinion on this though. I get the balance argument. Maybe like you said some other units (Volk/Shock) can be nerfed a bit to allow us to beef up the tanks some more. The AT mine layer does a really good job keeping Soviet armor in check. For the Mammoth, how about we trade 5 hp/second regeneration for 3hp and 2 armor full health regeneration?
  10. Would it work if we gave the Heavy a higher ROF, but lower damage, keeping DPS the same? A faster, more frequent shot would help missing shots less of a penalty. The med can do the opposite, lower ROF, higher per shot damage. It could make interesting strategy using its mobility to fire/cover-reload/fire. This is how Ra3 balanced its Allied/Soviet tanks. Side note: Can we give the Mammoth regenerating ARMOR, maybe with a time delay? Not Ralistic I know. It won't make much of a difference in direct battles, but it will help the tank on larger maps have the staying power to get to enemy base.
  11. Does anyone else feel Heavy is the worse tank here? I know it's got slightly longer range than the med and slightly greater DPS vs buildings (+6% just like its +6% price), but it has the same DPS vs vehicles (edit: vs Mammoth armor, it's actually worse. It takes 2 seconds longer vs the Med to kill a Chronotank). The real kicker is its slow firing rate makes it misses much more often vs med. That combined with its slower speed, turret turn speed, firing rate, turret limitations, makes this tank all around worse. I really don't see how it's a "heavy" tank at all!
  12. Can we ever have a version of Lunar with normal units, but Allies having Soviet War Factory and vice versa?
  13. What if we just had a 10 second respawn delay? I realize vehicle build times may not be needed, since Soviets with their slower speed is supposed to benefit the most from slower Allied reinforcements, but defending Allies typically rely on cheaper tanks (lights/meds) anyway, so implementing a vehicle delay will hardly make a difference. People will hardly buy a Phase Tank or Chronotank when Soviets are in front of your door steps.
  14. Wasn't Christmas a pagan holiday co-opted by the Catholic church? Jesus said celebrate my resurrection, he didn't say celebrate my birth.
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