View Full Version : [1.2 - Axis Balance]Firestorm ability - too slow?
6th Oct 06, 9:40 AM
I love the terror doctrine in axis, but I just find firestorm too slow to act. What is the delay anyway? like 5 seconds? Nowadays i almost always use propaganda war, except against ATs.
Maybe I am using it wrong, but when do you find firestorm use most effective? Also, should the delay be shorter?
6th Oct 06, 9:44 AM
i think the damage should increase. or the mun cost reduced.
the most effective is when some ppl cap a pt to 1/3 way, and they leave those troops there and concentrate on sth else. the fire storm can do some serious dammage.
6th Oct 06, 9:47 AM
firestorm is good as is, it is great for area deniel, no one will charge through the firestorm. and rocks for a charge. while they are panicking moving unit,s thats when you make your assault to catch them off guard.
7th Oct 06, 2:45 AM
Firestorm rocks, except it costs a hell of a lot of munnitions...
7th Oct 06, 4:18 AM
The delay is too long. The ability is only useful against infantry/weapon teams or for softening up the enemy's base before an assault.
Even then, using it is difficult due to the huge warning it gives when used. The red smoke and whining sound of the shells almost always become detected by the opposing player.
I find myself lately using it against a group of enemies I've spotted while engaging the enemy player on another location of the map in order to distract him from trying to avoid the strike.
7th Oct 06, 7:31 AM
The delay before firing is atrocious. Hell, it's a roughly 5-second (or longer!) delay before the smoke even comes down, and after that it seems to take forever for the shells to start landing. I've never managed to successfully use Firestorm. Ever.
7th Oct 06, 8:09 AM
firestorm WILL kill any infantry squad that stay in the attack radius(and hurt shermans), although any decent player will be to get their troops out.
you should probably make it faster but decrease the killing power.
7th Oct 06, 8:18 AM
firestorm is fine as it is. it is designed as a area of effect, area of denial, long-term weapon. if you would noticed it takes about 10-15 secs or more for the entire firestorm to drop its payload. this is what firestorm is designed for.
the only downside of the thing is its muny cost is too high.
7th Oct 06, 8:19 AM
I also believe firestorm needs a bit of a speed up, its something has become so pointless to me and it will never see any use untell its fixed by me anyhow.
The only thing i dont like about firestorm (playing on the axis side) it makes quite the loud whistling noise and if you are good you can guess where he drops it. For example i'm allies and pushing up to take a heavy fuel point that the axis have. I hear the whistling coming and i move my troops out of there then the red flares drop and i have avoided it. Perhaps a speed increase is in order.
7th Oct 06, 8:32 AM
Firestorm is great against infantry, ok against light vehs and shitty vs tanks. Overall you shouldn't use firestorm on idle units without anything going on around, thats just asking to let him move his troops. Firestorm should be used in a bigger firefight where he has bunched up stuff, a at gun at range which needs fixing, or drop on idle soldiers while you distract the player elsewhere. I don't think the fault lies in firestorms nature, but in the players skill in using it.
Current firestorm killing record: Sherman, 30. HMG, 1 riflemen squad, 1 eng.
I think there was 1 game where I won because a firestorm was able to finish off 1 damaged sherman and m10.
7th Oct 06, 12:13 PM
hmm, lets see the enemy is making a huge assault on your base, what do you do, bam drop firestorm, they either charge into the attack, or go running out.
7th Oct 06, 12:17 PM
It's slow and weak. That is why I never use it.
7th Oct 06, 12:29 PM
Ahenian nailed it - alone it's not much use, but used as part of a tactical assault, it kicks ass. Whenever I play terror, and I start my assault on the enemy base, I leave it a shortwhile to see if he's going to hit the retreat button on loads of AT infantry, and if he does I place the firestorm over the HQ entrance. Yes, I'm pure evil.
Even if he doesn't do the mass retreat thing, I still like to position it so the blast will cover the entrances of the motor pool and barracks. Time it well and you can obliterate that AT crew the second it is completed.
One final trick I like to do is use it with the tiger ace. Or any strong tank. When the enemy retaliates in full force and are pounding on my precious, I start reversing and place a firestorm just behind the tiger. The timing works so that the flares drop in front of the tiger (because it's reversing) and so any enemy units that want to continue the fight either have to go the long way around the area of firestorm, or through it which is suicide when there's a tiger ace on the other side.
Although I do agree that FS is a little pricey for what is mainly an area denial weapon, rather than a full blown arty strike.
8th Oct 06, 11:07 AM
Whenever I play terror, and I start my assault on the enemy base, I leave it a shortwhile to see if he's going to hit the retreat button on loads of AT infantry, and if he does I place the firestorm over the HQ entrance. Yes, I'm pure evil.
...is pure awesome.
8th Oct 06, 11:47 AM
Artillery is not supposed to be a free "kill all infantry" button. It has a larger radius than most artillery, which makes up for its slow speed. You can hit targets if you're smart about it. You can't hit targets if you're not smart about it (e.g. drop it on a bunch of troops that he's watching and can move away).
8th Oct 06, 12:00 PM
I think firestorm is fine, imagine you have a good rifle mass going it gets hit with propaganda, and then the axis player activates firestorm just as there about to reach the base. It cost's 300 munitions and requires a spotter but if you got it to work wow that would be extremely devastating. As always you gotta look at the big picture when considering balance.
9th Oct 06, 4:52 AM
Firestorm needs a ammunition resource reduction upon use as well as speed it up a little. It takes about 5 seconds for the smoke to come out then another 3 seconds for the artillery to start coming down. Maybe reduce the time for the smoke to appear. Because it is a infantry killing artillery strike, of course the smoke has to be there for people that are aware of this artillery coming down can react accordingly.
Dunno I think firestorm is awesome, Ive had so much success with it, its all about timing. When the allied player is rifle spamming and a battle gets really heated up I drop a firestorm so that the edge is touching his troops and the other half of the circle is behind him. He is basically left with a choice of rushing his troops forward at my mp40 volks supported by hmg and getting assowned, staying in place and getting owned by firestorm or moving back and still getting owned by firestorm :-D
Also the firestorm is absolutely killer against allied players who went airborne and like to spam drop at guns to counter your fast teching to armour.
Sometimes I also provoke a small skirmish battle on one side of the map to draw his attention there, then quickly drop a firestorm on one of his heavily fortified positions and while he is busy paying attention to the small skirmish his fortified position gets raped.
The firestorm can be absolutely devastating when used right.
9th Oct 06, 5:42 AM
Axis defensive tree is for noobs. Why are you even going defensive? The blitzkrieg option is about 1,000 times better because of manpower blitz. Sod the firestorm (which, by the way, I think is pretty good but overpriced at 200mun, should be 150 perhaps).. Go blitzkrieg! Every 3 minutes its like "ooh, 900 manpower, I'll have another Ostwind plus Panther tank, cheers!"
Or, just build a nebelwerfer instead. Expensive to build, but after that they fire for free and can 'blind fire' anywhere on the map, unlike firestorm which requires LOS.
9th Oct 06, 5:48 AM
Let's see.... reinforceable bunker... yeh, that's a sweet reason. It's underpowered, yeah I agree, but calling someone a noob because they just prefer the Defensive Doctrine isn't really constructive.
Personally, I think Firestorm is okay, but it is rather overpriced.
9th Oct 06, 7:01 AM
Manpower blitz is practically useless. You already get around 900 manpower every 3 minutes, and it kills your income. So you're in fact paying 200 munitions to get absolutely no long term advantage.
9th Oct 06, 7:07 AM
MP blitz can be very powerful - it just depends how and when you use it. It's especially handy when you can only afford that next tank that you desperately need but perhaps have lost your supporting infantry. Or, you need to make another tank but their AT guns are preventing you from making an impact - wout losing pace in your game, you can make two snipers to counter the AT guns. I often get caught in situations where I need to choose one or the other - this ability can bail you out of that. As long as it's not overused, it can be a tremendous benefit. Also, some rather tricky tech strats can be made possible with this ability. It is NOT worthless. It just requires finesse.
That said, I doubt anyone that is actually good at this game (and has more than just 10 ladder games) would think Firestorm is good. It's one of the worst, if not THE worst, airstrike in the game. It can't even destroy base buildings. I'd rather spend the ammo on a stucka. Firestorm USED to be good, but it was over nerfed.
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