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Messages - Headlock
1
« on: September 18, 2011, 05:23:24 AM »
No 1: If a plane (most likely a P47) gets shot down and crashes on-map,the explosion causes as much damage as a V1 Not sure about exact comparison, but I've seen planes wipe out entire blobs.
No 2: A wehr officer will kill enemy snipers with one hit of his P38 Never seen or heard of.
No 3: if a vehicle becomes "out of control", it will also mow down friendly infantery Maybe. I saw an OOC Wirbel mow down about 7 Airborne last night, so OOC definitely causes damage.
No 4:friendly fire does exist not only for arty,but also for tanks that shoot units near friendly units FF Splash damage definite for Arty, possible for large tanks.
No 5: The American HMG will cause noticable damage to medium tanks like StuG or P4 when it get's the chance to hit their rear-armor while firing AP-rounds Yup - thence the AP tag... 
2
« on: August 27, 2011, 02:27:01 AM »
Its sorta an easter egg XD. Each of the crew members have a name lol.
BTW: If you have PE scorched earth, you can booby trap trenches. Tommies walk in, they run out burning ^^.
Well well well. Everyday you learn something new! I'm PE always, good to know a new trick to winkle out those damn britishers.
3
« on: January 22, 2011, 03:28:15 PM »
I think we all should play a 1.3 celebrating/one year EF match together 
excellent idea!
4
« on: January 21, 2011, 01:30:49 AM »
Oh bloody hell i just creamed myself.
5
« on: January 17, 2011, 03:48:43 AM »
my point here is that the Brit version of mobile HQ is flawed, by allowing the base to "settle down" and lock off a sector.
Far better to have a mobile HQ that is fundamentally forced to remain mobile, thus strengthening the style of flexible, mechanised groups.
6
« on: January 15, 2011, 06:44:00 PM »
Good map, but Ai jsut sits in their main areas, esp if on the side with Dom Pavlov. Haven't played Human yet, but I'd say itll be a blast
7
« on: January 15, 2011, 04:23:37 PM »
As I remember UK Tiers could reinforce while on the move but that was disabled.
British have Mobile HQs and retreat to captain ability becouse their static. The whole concept of UK fraction was to build emplacements and then if needed help with their defence using youre infantry.
Yup, but it still gives me the sense of falling between two stools, in an attempt to 'balance' - I feel they missed out on a great opportunity to make the PE an proper mobile, mechanised faction, and that the OH could still be that.
8
« on: January 15, 2011, 04:54:12 AM »
I've been trawling through this forum, but not sure if I've missed this idea. Please, correct/point me to a thread if there is one. I've always wondered why the Brits had mobile HQs when they are a static faction, yet the PE have static HQs when they are a highly mechanised faction. So, re Ostheer, I might suggest making the OH HQ mobile, but not as clunky as the wobbly Brit HQs. The idea here might be to remove the concept of a 'main base' from the OH: - The Mobile HQ's would never settle down - no "lock off" of sectors
- The HQs could produce units even while moving
- The Inf HQ would move slowest, Light Mech fastest
- Tanks would be called in off map - ie like the Panther group in PE
- By removing 1 building (armor) it would reduce the burden on modellers

The idea here is to make the OH as fluid as possible, but I can understand if this might be more appropriate to a rebuild of the PE, like whats happening with the Brits. Comments/opinions? HDK
9
« on: January 13, 2011, 07:09:51 AM »
me too! me too!
10
« on: January 13, 2011, 06:57:24 AM »
that hill with the fuel points needs to be defended FORWARD of it - ie a defense/attack group that sits on the hill will always suffer.
11
« on: January 12, 2011, 01:56:38 PM »
Heh, I completely agree, Snug. I find that MHTs are the best, the most versatile & effective vehicle the PE have. - They are mobile arty support - decent micro saves them
- They flatten blobs extremely quickly, and with the firebomb, they devastate - the trick is timing, which Cl34 was well aware of. He got inside my radius' very very quickly; he must have suffered from MHTs before!
- They provide an effective early warning system with their auto fire
Cl34 was smart with rushing groups of Tank Hunters early - this forced retreats on my part. I lost several MHTs trying to adjust to the speed of his tactics, which were very smart. But once I figured out what he was doing you'll see I kept the MHTs falling back and repairing them. Muni HTs, yes theyre good, but they're a late game addition, for me. Personally, early-mid game I'm not building anything that does not directly add to my firepower. Plus Flame nades cost muni which I save for weapons upgrades. Finally, I upgrade to OFF Vet as much as possible, I dont believe much in def vet except for inf. And 2-3 MHts isnt spamming - it's making sure you have more than one barrage ability available when a blob attacks - hit 'em hard, hit 'em often, hit 'em fast  re: "UK + Soviets means no MGs and soldiers armor." -  They had MG here - brens and MG nests. I dont understand what you mean, although definitely I'd have reached MP44 earlier if it ewasnt for that horrible horrible attack on my base  . HDK
12
« on: January 12, 2011, 02:19:04 AM »
At night the flicker from all those fires is visually very distracting - a more dusk, early evening time might work better.
Very interesting looking, but I honestly could not play past a minute or two due tot he constant flicker, everywhere. :/
13
« on: January 12, 2011, 02:17:37 AM »
Why poor pe? Our HTs will just race past those silly little MGs
14
« on: January 12, 2011, 01:59:06 AM »
l. There were some stupid Incendiary mortars landing on your team mate, but it not like it did any more damage than he was doing to himself.
Heh, tbh I dropped those out of frustration and annoyance  Love Seelow, btw, one of my favourit emaps!
15
« on: January 12, 2011, 01:04:03 AM »
Oh wow, thanks!
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