View Full Version : Axis veterancy bug..
7th Nov 07, 4:19 AM
Taking more damage from the croc for infantry veterancy?
I know this has been harped on, but I've never seen any response on the part of anyone whose word is worth putting your weight behind as to whether or not it's a bug or a 'feature.' I've just lost one too many games to this piece of tactica, even if I'm expecting it. It seems a little ridiculous when 4 panzerschreks on 4 squads can't win against one of these things.
I mean okay, a run of bad luck is a run of bad luck, but when your opponent just does a little jig with his croc and your troops are too stupid to move and fire, and just wind up doing ninjitsu instead of firing, what do you do?
I know this last bit here is pointless, but I'm going to say it anyway. This isn't a thread about telling me how to avoid this situation, this isn't a thread about telling me "god u suck u shud bild 20 paks insted, lol!" All I'm looking for is an answer to the question. I'm fully expecting asshattery, and the 'hilarious' one word answer, so let's get that out of the way, and then on to seriousness.
7th Nov 07, 4:26 AM
i think its a balance thing, a direct counter to elite armour. i myself think its too hard a counter. but i would risk it for elite armour, since i get toughness over bullets/explosives.
7th Nov 07, 6:42 AM
I dont think it is a balance thing. Tougher army shouldnt be bbqued in a flash, remember that flamethrower dosent have something like acc modifier through range, and the damage is only reduced for small arms fire, so , tanks, nades, flames, minse still do the same dmg right ? And add that vet2 + cover = 4xdmg from flames.
7th Nov 07, 7:10 AM
It's intended. There's other things similar to this in the game. For example KCH take extra damage from grenades. With flame weapons just make sure you're standing in the least amount of cover possible. Get into an area of negative cover if possible.
7th Nov 07, 7:20 AM
One other thing to consider, is its only vet 2 that takes the extra damage. Once you get Vet3, it adds HP, and counters the negative flame effects of vet2.
I dont think its a big deal personally, the croc isnt as bad as it was before. I know you didnt want this, but 4 shreks on 4 squads will easily kill a croc with the loss of less then 1 squad.
Taking a T4 unit that costs 300/110f thats pure AI, against 300/150m T2 AT unit, and they pretty much kill each other. Most of the time it comes to micro(Skill) or luck. That actually sounds pretty balanced to me, especially compared to some other matchups.
7th Nov 07, 8:12 AM
Ok cover adds dmg from flames, but realy vetterancy shouldnt, and yes vet3 has the flame dmg bonus, after all it is the Infantry Elite armor yes ?
And vet2 or vet 3 is
300/150 + 400/60
300/150 + 700/130 in that even 600/150 plus vets should stand fair chance against 1 crock
7th Nov 07, 8:38 AM
Veterancy 2 gives elite armour -> more damage from flames
Veterancy 3 increases HP by 20% -> complete compensation of the 18% damage bonus against infantry elite armour
7th Nov 07, 10:52 AM
Frosty and AC's logic is the right one here. The point is largely that flamethrowers kill through criticals and the damage adjustment means it's within roughly the same chance of getting instant killed at vet 3. Unfortunately, it gives a window at vet 2 where it is actually a drawback to get veterancy with regard to certain weapons. That is a bit difficult to justify, but things do return to a semblance of normal at vet 3.
Is it a bug? Not really. Is it a feature? Not really that, either. I'd say it's an acceptable (or not, but I figure relic considers it acceptable) shortcut.
7th Nov 07, 12:30 PM
Silencer: Frosty explained it better. I agree with you the cost for vet 3 is high, but we are still talking T2 units vs T4 units. The teching cost alone offsets the vet, and the vet provides other bonuses (20% HP is still 20% HP for Riflefire/etc). As it works now, the croc is pretty good. Its effective, but not OP anymore. If Vet2 was "Fixed" the croc would need a buff, and I'd rather it have an OP window I could close for 300/70, then a larger early game presence.
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