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# 1 |
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Member
Join Date: May 2007
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Findings regarding Medics/misc.
Me and my friend Eklipse were doing what we call a "sandbox run". Anyone familiar with Garry's Mod from HL2 will know what sandboxing is, for those who don't it essentially is playing around with the engine in-game and just overall messing around. So anyway we were experimenting with medics tonight because I noticed in a match that my medics wouldn't rush out to save my guys when a certain enemy structure was in the area, once it was removed they rushed right in.
At first I thought the OP was the culprit, nope it wasn't, apparently CoH has a setting where if the enemy team has established their own medic bunker/station within a certain radius around where your casualties are, your medics will not save them at all. Normally when the other team has no medical facilities, your medic bunker/station has a large range to bring in casualties. The range is about as far as a medic can possibly run to get to a casualty successfully, so you would have to factor in how long a casualty stays on the ground and how fast a medic runs to get the exact distance on the map. But it can be surprising how far out the medics will try to grab troops, that is until the enemy build their own med bunkers. For some reason when enemy med bunkers are present they essentially create a block zone denying your medics access to your own casualties unless your med stations are very close to where the casualties are or the casualties have to be at a certain distance away from the enemy med station where they can be picked up. Some other information of note I found was that you could, with enough resources, create limitless amounts of howitzers on a map as long as you killed the crew off each time. Everyone knows this of course, however I was able to create a battery of 8 howitzer guns and then unleash a true howitzer barrage. It was beautiful seeing it just annilate the landscape, however I wanted to see what could possibly survive such a barrage. So we threw in a Tiger with lvl1 veterancy for good measure. The findings were interesting, EIGHT howitzers could not even kill that Tiger in one go. It would have taken at least two barrages to kill it and I saw that some of the shots were DEFLECTING off the top armor. I am of course thinking it has to be that veterancy, just lvl1 veterancy makes a Tiger that tough. Makes me wonder how Axis get by without veterancy :-x. And finally to end the night we did an experiment with making a bunch of Flak88s using the same method I used to get a bunch of howitzers and thats to build them. Have the crews all killed off so you have all the guns unmanned and then using enough infantry man them and it won't matter if you are at pop cap you will go over it and still can keep manning all the built guns. You could see where this was going *grin*, we decided to see how well the Allies armor could take oh, say 8 Flak guns. Anyway thought I would let you know about the findings particularly about the medics, even though you don't see medics used alot. |
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# 3 | |
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Member
Join Date: Jan 2007
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Quote:
Not possible in a competitive game, but when sandboxing you set your flak gun to attack ground at a safe location (or otherwise override it's auto-target) then have your "opponent" run riflemen in behind and kill the crew with their rifles. Would be interesting to see how the 88's would do vs a Tiger as they have the same gun. Perhaps a test for the next sandbox game... |
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# 5 |
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Member
Join Date: May 2007
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Also in regard to medics being effective it seems that machine guns like MP40s, BARs, MG42s, 30 Cals, tanks HMG. All have a higher rate to inflict casualties than accurate weapons like KARs, sniper rifles, garands as well as of course explosives like a tank shell. Why would weapons like KARs and sniper rifles and all that not have a high casualty rate? Because normally they kill outright more than they induce casualties. Mortars also can cause quite a bit of casualties depending on where it lands.
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# 6 |
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Member
Join Date: Oct 2006
Location: Leeds, UK
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Here's a question:
Whenever I see a medic running about from the opposing team, if I have a sniper knocking about, I order the sniper to kill the medic. 1 shot - POW! While this is funny, (and also totally against the geneva convention ) does it actually hurt the opposing player's medical ability? Or does the medic bunker immediately spawn a new medic? |
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# 7 |
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Member
Join Date: May 2007
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While you are hindering their ability to retrieve casualties by picking off the medics, as long as they have medic bunkers they will continue to spawn medics so no it doesn't hurt their medical ability. So the only way to get rid of their medics permanently is to destroy their medical bunkers/stations, but a wary player will likely have his bunkers/stations protected. I like to use (on axis at least) my med bunkers as pill boxes with at least 1 mg in it. Add the defensive doctrines abilities to reinforce squads from bunkers and you can make a bunch of forward reinforcement points for infantry squads using medic bunkers. Unfortunately for Allies they don't have such an edge with their med stations.
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# 9 |
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Member
Join Date: May 2007
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Actually no, from what I have seen the casualty plops to the ground and can still get picked up by another medic! You could probably pick two medics off trying to go for the same casualty. However if the casualty was near death(say his countdown timer to disappearing was close to 0) and he gets picked up. Then you snipe the medic, then yes the casualty will disappear once his timer runs out.
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# 13 |
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Member
Join Date: Jan 2007
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Medics-
after 30 secs to 1 minute a medic that has died will respawn. same applies to Repair teams as Killed mechanics will respawn after a given amount of time. Killing the medic lays the wounded person back on the ground, if close enough the second medic will run for him if he is also free. Persons being carried From the battlefield Can die while in transit with the medic. it makes counting exactly how many bodies it takes to remake a squad a bit harder, as well as gives the realistic sense of 'you can't save every one' Killing a medic gains you 3xp. losing a medic gains you 1xp. |
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# 14 |
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Member
Join Date: Jan 2007
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On certain "Stalemate" maps, where neither side can advance, its funny when you order a sniper to take out a medic... and a few seconds later *another* medic comes to pick up the medic that just got shot. And then you shoot that one too, haha.
I know, its evil... but I don't want my enemy getting more troops! |
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# 16 |
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Member
Join Date: Nov 2006
Location: ..................
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regarding the re-manned howitzers.....
maybe im wrong, but i remember discussion way back, that recrewing derelict artillery or flak means that the effectiveness of the gun is decreased because the recrew are not a trained gun crew... perhaps this is why u had weak results against the vet1 tiger? my 2c |
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# 19 |
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Member
Join Date: Jan 2007
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no... the shells bounce regardless.
the howie rounds are treated like High caliber gun rounds, like those shot out of Tanks and AT guns. against a tiger it accepts all the rules of a tank shell hitting a tank and is subject to all the little mathmatics. Howitzer shells technicly have Poor penetration (as they shot HE shot, not APC shot) and against the superior tiger armor, in game the shells that fail to penetrate therefore they 'bounce' off the armor. also the discussion you remember is about Axis vetrency. When you lose a crewed item and reman it, it loses any veterency it had. Now with allies this really isn't much of anything, but For Axis, whoms vetrency is researched instead of earned it some what becomes a big problem with some of the support weapons. |
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