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[2.301]V1 Reuse Timer is to long.

  1. #1

    [2.301]V1 Reuse Timer is to long.

    I am alone in believing that the V1 reuse timer is far to long? 500 seconds?... I think it would be wise to lower it to 100 seconds as 500 seconds is a long time in a 1v1 game and for a late game ability on terror RHS, look at bright side this would mean less KTs.

    What was reason for making its reuse timer so lengthy anyhow? if i choose RHS terror i should have the ultimate terror weapon at my destruction!.

  2. #2
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    100 seconds?!?! GREAT SCOTT!
    11 US / 11 Brit / 11 Wehr / 11 PE

  3. #3
    Yeah that's constructive. 100 what just a suggestion if everyone complains imbas than tweak it to 200, as of right now its to long and makes RHS of terror usage erm stale and a one trick pony.

    -.-

  4. #4
    Shemwell
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    Maybe I am mistaken, but I got 8 minutes and 20 seconds.
    But whatever.
    The V1 is a massive, extremely powerful ability. For such an ability, one might expect a high cost, but it is only 150 munitions.
    In exchange for such a cheap, powerful ability, you get a massive cooldown counter.

    This seems fair.

    In exchange for reducing cooldown, power must be reduced or cost must be increased.

    Reducing power seems inappropriate for an endgame ability.

    And while wehr may be munitions hungry, if a wehr player floated enough muni then he would be able to fire off multiple v1s in a short period of time, and that kind of firepower could easily end a game.

    EDIT: I agree with the guy who said great scott.

  5. #5
    Maybe I am mistaken, but I got 8 minutes and 20 seconds.
    But whatever.
    The V1 is a massive, extremely powerful ability. For such an ability, one might expect a high cost, but it is only 150 munitions.
    In exchange for such a cheap, powerful ability, you get a massive cooldown counter.

    This seems fair.

    In exchange for reducing cooldown, power must be reduced or cost must be increased.

    Reducing power seems inappropriate for an endgame ability.

    And while wehr may be munitions hungry, if a wehr player floated enough muni then he would be able to fire off multiple v1s in a short period of time, and that kind of firepower could easily end a game.
    Make it 200 munitions than, as of right now D's 280m rocket barrage is 200 munitions and no way comparable to V1. The cooldown is to long making RHS terror a one trick pony...

    EDIT: I agree with the guy who said great scott.
    Yeah because it would be unfair for wehr to have some devasting Off map?...hint hint rca...

  6. #6
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    Wehr already has a ton of devastating off maps.

  7. #7
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    It should be a bit less than what it currently is, yes.
    After all, you still have to pay ammo to use the ability.

    360 seconds would be more like it.
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  8. #8
    Wehr already has a ton of devastating off maps.
    Registered artillery and V1 do not count as a ton in my book compared to RCA and infantry doctrine...Brits victor target etc..


    It should be a bit less than what it currently is, yes.
    Agree....300ish seconds would be a large improvement than what it currently is..

  9. #9
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    you forgot rocket arty and firestorm

    btw dont compare arty across factions.

  10. #10
    you forgot rocket arty and firestorm

    btw dont compare arty across factions.
    Which both suck and are still broken since vanilla.

  11. #11
    Banned Tseng_Fox's Avatar
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    Agreed. V1 is useless because of its long cooldown. I always go left side for a King Tiger cause I can get more use out of that.

  12. #12
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    says you

    for more on the V1 see this topic
    http://forums.relicnews.com/showthread.php?t=193413

  13. #13
    Agreed. V1 is useless because of its long cooldown. I always go left side for a King Tiger cause I can get more use out of that.
    Exactly it's a one trick pony, you use all your hard worked CPs on right side...for what one time use? and if that bugs out or misses your fucked.

  14. #14
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    then make the most of it, jeez

    what the hell are you gonna miss with a V1 for? what are you targetting?

  15. #15
    Member Lunar100's Avatar
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    Sorta divided on this issue. On one hand the timer is so long you'll probably get 1 use out of this an entire 1v1 game if you reach it but on the other do you really NEED to use it more than once a game? To me this is one of the most powerful artillery options that is pretty damn cheap compared to everything else available. I guess I would vote yes if they nerfed the KT down to make going RHS Terror more viable but atm no.
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  16. #16
    Terror has doctrine artillery options, both of which are off-map. I can't imagine having both as munitions-heavy fast reload powers is a good thing.
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  17. #17
    V1 is very incosistent in the result. If someone wants a replay; i can give you some.

    V1 on british HQ truck while retreating all troups. I thought yes wow got'cha. But i killed 3 man max in 4 squads each. I thought everything has to be wiped out, except the HQ truck. The guys were in open without cover. Perhaps a thing with british inf. Against US V1 is okay. But the recharge timer could be decreased to 4 minutes and 10 seconds.
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  18. #18
    Member bottenbreker's Avatar
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    i agree with PeterPeterson1. a small reduce to the timer would be good cause it's basically crap against british emplacements and their inf.
    Gamers don't die, they go to the next level

  19. Company of Heroes Senior Member  #19
    7 CP's and a forever re-load is simply a joke. Anyone who thinks a reduced timer would allow for some miraculous increase in Munitions gathering late game simply either doesn't play Wehr and use Terror alot, or is just biased and won't agree to anything that might make 1 of the 2 RHS Off-maps truly useful, more than once in a game.

    In any 1v1 where the V1 can be used more than once, with Firestorm being just pathetic for 200muni, one will likely be facing such wonderous abilities such as pairs of Howies sprinkled with OMA, or another wonderful mix of Strafing Run mixed in with Bombing Runs or if your really really fortunate you will only have to deal with 1 or 2 Calliopes, with FREE barrages.

    Let's give both the SR and Callipoe the same cool down timer as the V1 and we'll see how well that is received by the US fans perhaps. Not GD likely!


  20. #20
    Ok, PRE-OF the V1 did the same dmg, cost 200 or more MU and had a much lower cooldown.

    NO one used it because wehr is a munitions-starved faction. People needed and wanted a cheaper V1.

    Now the V1 is cheaper w/ a higher cooldown, which is hella balanced. I wish it was even cheaper than it is now with the same cooldown, or with a slightly longer cooldown.

    V1 was useless before with the very high mu cost. you could not use it more than once, and you had to make that count. now, you just need to time it right.
    TeaSeeOh (regarding lackluster Wehr T3): I can live with a StuG getting better armour/turret movement time. Fair enough, it really did need some changes so it wasn't deployable green cover.

  21. #21
    Ya, the V1 was useless in vanilla due to high mun cost, which could be better spent on stukas.

    Now it's cheap but has a long cool down to compensate it.

    It could be more consistent and do more a bit more dmg

  22. #22
    Banned Tseng_Fox's Avatar
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    I think it could get a damage buff. Realistically, a player will only get to use it once maybe once in a 1vs1 at level 5 and above (if not lower as well). It should deal powerful damage and have a great effect also because its an end of tier ability.

    Ive never used it lately in 1vs1. It just dosent get used as much as the King Tiger does, because the King Tiger is a great reward for lasting out the game, while you can use the V1 maybe once. The Tigers a better investment that you'll get more use out of.

  23. #23
    Banned ZeroTwo's Avatar
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    150 mu base-levelling blast every minute and a half?

    I'll take it! Where do I sign up for this change!?

    I always wanted to start playing more Wehr!

  24. #24
    LawrenceofArabi
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    As Leobardis said, the V1 used to be 250 muni with a regular timer and no one used it.

    Frankly faster V1s go against the premise of Terror in general, stalling the enemy until you have the KT/Hard hitting muni abilities. Fix firestorm, so you have some actually viable arty while the V1 is charging, and you won't need the V1 as much.

  25. #25
    Banned Tseng_Fox's Avatar
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    Thats a much better fix. Means no need to buff the V1 and Terror will have an ability they can use to last till the V1.

  26. #26
    DrCloud
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    I would advise anyone who is saying that the V1 is useless to go and check out Seph's Wehr replay pack.

  27. #27
    Banned Tseng_Fox's Avatar
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    How many times did he get to use it though? theres no doubt its good, but the King Tiger in comparision is still better since you will still have a bigger impact. Its more risky going right side for the rocket cause if it misses first time, then its very rare you'll get another chance while the king tiger is still there.

  28. Company of Heroes Senior Member  #28
    And anyone who is still playing VCoH won't be able to watch that replay pack anyways.

    It is not useless, no one said that. The main drag on it is it's extremely limited use due to it's late game Tree placement and extreme cool down timer (and expense for an already Muni dependent faction)

    Just for fun, play a skirmish via Brits and drop one directly on an HQ truck. You won't be impressed what your 150muni does.

  29. #29
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    How many times did he get to use it though?
    He uses it about once a game.

    Regarding misses: you've got to be an idiot to miss with a V1. Save it for the enemy base.

    drop one directly on an HQ truck. You won't be impressed what your 150muni does.
    It performs better vs. emplacements. You're not going to 1-shot an HQ truck with it.

    The V1 is meant to clear out the dangerous stuff so your Grens/Tanks can move in and finish the job.
    Last edited by jackmccrack; 26th May 08 at 4:35 PM.

  30. Company of Heroes Senior Member  #30
    Well that explains why I get only 1 per 1v1 for my 7CP's and 150muni's....


  31. #31
    the V1 is Perfect right now and is in no need of a change. it is the freaking Hammer of the Fatherland coming down and dominating an area. it has a low enough cost that its usage isn't really concerned but has a long cool down which keeps it in check so that it isn't spammed.

    it is supposed to have a limited use, because that is what terror end doc is. powerful crippling attacks that only happen once or twice.


    the only thing you could plausably get away with is a reduction to 6-7 minutes instead of 8 minutes 20 seconds.

  32. #32
    Banned Tseng_Fox's Avatar
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    Agreed. If I'm going for an end game Artillery ability I don't want to use it once. Considering how long it would take to go the other side for the King Tiger.

    I still think that the V1 as an end game ability was a bad idea. Its too strong to make it come alot earlier, and its too pointless having it cheap with a long long reload since it leaves you one shot only in which its damage can be fairly fixed in a short period of time.

  33. #33
    some Fixes for me

    • Decrease reload timer to 5 min.
    • Perhaps increase ammo cost to 175-200
    • stabilze the result. Same for the use against tommies/commandos, Riflemen/ranger/airborne = Dead meat.
      All infantry has to die in blast range! All.
    • If it will not kill all inf then make it come faster so the allieds can't spread their troups.
    • Let it kill trenches.

  34. #34
    it should be 200 munitions with a recharge time from 2-5 minutes. it should also do 100% damage to Emplacements.

  35. Company of Heroes Senior Member  #35
    "powerful, crippling attacks that only happen once or twice."
    Then we should all rally to have SR be reduced to the same thing because it is well known, by all who face it, to also be a powerful, crippling attack, that can happen... 2-3+ times in a 1v1. All for a mere 3CP's and 150Muni.

  36. #36
    Member FLXleGaulois's Avatar
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    Maybe change V1 with Firestorm so you will be able to use 2 or 3 of them, but if you do that you have to make Firestorm reliable for an end tree ability or nobody will purchase it.

  37. #37
    AnarchyX6942
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    I don't think the V1's effectiveness is tuned well enough against British emplacements. I mean think of what this unit was, it was a bomb specifically designed by the Germans to destroy British emplacements... and yet, every time I drop it down into the middle of a brits base, it seems to kill off a few infantry, but everything else only sustains very minor health damage, which makes it into an AI/AT weapon, which, at the rate it takes to call in (seems like the noise is frigging minutes off from when it hits) every mobile unit has already gotten out of the area, and sure, its all nice and dandy to say plan for where their going to be, but sometimes you just cant tell, especially if you're using it to stave off a hard push.

  38. #38
    So no one saw my thoughts? all these people calling for an INCREASE in munitions cost and a DECREASE in cooldown time NEVER played the vCOH?!?!

  39. #39
    Slight reduction would be acceptable (1-2 minute reduction). V1 is awesome and relatively cheap so it doesn't really need the reduction. If you have one good V1 usage a game you've gotten your time's worth.

  40. #40
    Quote Originally Posted by Leobardis
    So no one saw my thoughts? all these people calling for an INCREASE in munitions cost and a DECREASE in cooldown time NEVER played the vCOH?!?!
    i am thinking the same thing...
    the thing Had a higher cost and lower cool down in VCoH and it wasn't used.

    as it stands right now, it is Perfectly fine. it is used, but gives the illusion that it is a rare weapon which you don't just spam on the battlefield.

  41. #41
    Member AntiCommie's Avatar
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    All that V1 needs is a buff to Firestorm. That way, RHS would be feasable as well.

  42. #42
    Kailette
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    in every doctrine both trees end abilities should be same worthy. ATM the tree way of terror is soo clear.

  43. #43
    Reduce the timer by a minute or two and reduce firestorm to 150 muns.

  44. #44
    YES i agree the cool down time for V1 is way too long. it should be lowered by atleast 2 minutes and the V1 tends to miss on targets sometimes.

  45. #45
    Shemwell
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    I tend to use my v1s against dug in brits, and in my experience the thing absolutely wtfpwns emplacements.
    It always seemed balanced to me.
    But buffing firestorm is probably the best possible way to handle this.

  46. #46
    Member Border Patrol's Avatar
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    V1 is fine, stop bitching and learn to play without an iwin button ffs
    OMG i just wasted 150 ammo i could have used on 6 grenades and it only killed HALF of the brit players base! V1 NEEDS A BUFF!!!

  47. #47
    If the timer cannot be looked into than fix it's accuracy, sometimes it's a random miss, if im waiting up to 8 mins to use it again it best be damned accurate.

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