Arth

Members - Veterans
  • Content count

    1,061
  • Joined

  • Last visited

Community Reputation

10 Neutral

About Arth

  • Rank
    Captain

Faction & Soldier

  • Faction
    All
  • Soldier
    Infantry

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. yea i hate the magical spawn bus as well, only reason clans steamroll randoms. APC drives in > good pile of clan members spawn > auto win as good as guaranteed often they have 2 apcs to just immediately jump to the next one. but the forum is littered with these ppl so you're never gonna get support for these kind of suggestions Clans reaction "making my gaming experience slightly hard ? UNACCEPTABLE!" They just tell you to git gut against their clans, while you play with randoms who at the moment that they drive on the objective with their spawn bus are busy trying to attack the previous point.
  2. Arth

    US infantry camouflage of choice?

    from the guide, in the "best camo" section. "An example for the USA is the brown field camo, from my experience, the best infantry allied camouflage I have ever used for a long time. (Now there are much better camos for woods)" didn't read the last part. Is that part added later? why not remove the entire sentence and suggest the camos you prefer now. about the army fall helmet i'm not sure, could be too bright. Granted i never tried it.
  3. Arth

    US infantry camouflage of choice?

    brown field? i don't agree with that at all. The lighter patches are way to bright for most environments/bushes. imo Army fall helmet idk, took dark green cause it fits well with Army fall.
  4. Arth

    Nerf Tanks

    he quit after squad 2.0 for as far as i know he stopped updating hes weapon/tank statistic tool and left back thent: https://script.google.com/macros/s/AKfycbwF7UGqPbT8Ad_PscA2IftxJRh2hDu7Za8tkJ9y2vr7ckZhFsG0/exec did he came back and is now leaving again?
  5. Arth

    Nerf Tanks

    when you get invited to the core tester or bug hunter group you first get a set of house rules explained to you. 1 being that your membership will get revoked if your inactive for too long. and i don't see the internal forum for a while now (the place where core testers, bug hunters and reto talk) so that gives me the suspicion that i'm not a core anymore. also the testing environment won't load anymore, but i'm guessing that's due to either a technical problem cause i didn't update it in ages or they've moved to a new client. And even if it worked i can possible not connect to it due to my membership possible/probable being revoked. i'm not seeking to get back in though, the game in it's current form is sadly not worth spending volunteer work on.
  6. Arth

    Nerf Tanks

    yea my friends also quit due to armor 2.0 my last mate raged quit 2 days ago, we took a break soon after the release of armor 2.0 because enemy light tanks were standing in capture points without a care in the world while being surrounded by our entire team. as a core tester (ex-core tester now? honestly idc if it's ex or not atm) i then took a look for myself at what was going on with the tanks damage model and yea it was proper bs. (not gonna say what due to my NDA possible still lingering and even if it isn't i'd still not say it) Then we played on and off and came back fully 2 weeks ago and like i said since 2 days ago i'm already the only one that is l;eft now 😐 personally i'm dealing with it pretty well, but like someone already said regular/starting players are probable suffering quite a bit. i think the durability of tanks is catering to a minority of the playerbase.
  7. Arth

    Delete Heavy Set badge.

    same for the magical spawn bus. Game would be so much better without it. but clans wanna keep their easy victories. Drive apc on point > spawn together at the same time > win some of the most well known clans can't even win against randoms without it.
  8. Yea tanks need to be nerfed now, they're driving around like they are immortal and the sad thing is they pretty much are. Playing since march 2013. Became a bug hunter, then moved to Core testers. And this is the first time where i really think Reto brought detrimental harm to the game. Just make RPG launchers able to kill tanks in 3/4 pens = fixed. RPG launchers don't reload fast enough to quickly dispatch tanks like AT nades could, so just relegate AT nades to killing anything non-tank (and maybe light tanks) and assign Bazookas to the role of Tank killers. you need to be able to damage them to the point they fear for their lives, but also not being able to insta kill them. This does that imo.
  9. just now we pushed a team of germans back all the way to A1 for 90% of the game, then one APC passes by and caps A2, A3, O1 and O2 in rapid succession before ppl could get back granted ppl don't know or don't wanna press the F11 button
  10. o yea absolutely, forgot to mention that cause i was in a rush, had to leave 10 minutes prior to posting that. and i also didn't say that, personally i'm not opposed to the idea that AT nades are just not meant for TD/MED/Heavy tanks and MAYBE even lights (that they simply don't do enough damage), i pointed that out with my list but that could be unclear. the notion that only rpg launchers are meant for truly taking out tanks sounds good to me, cause with the number of pens that i mentioned together with the reload speed makes the RPGs sit at a point where i think tanks can/will be pushed back/held at bay cause they deal enough damage. But at the same time riding up to a tank and instant killing it will also be out of the picture cause the RPG is simply to slow of a tool to dispatch a tank quickly. so you get this balance imo where you can deal with tanks but at the same time can't rush them and insta kill them.
  11. Core Tester Arth here, (yea dropping in after months again to give my 2cents.) about the new Tank system, the dmg applied by explosives is just way to low. Damage needs to go up and also with less rng, sometimes you do the regular amount and sometimes hardly anything. (while aiming at the same spot while also having 100% pen) in the test server i was trying to kill any tank and with only a ridiculous load out could i take out a tank, but sometimes bad rng would not even allow that. it's not a bad idea, but tanks should still be able to die in a decent amount of explosives. Cause currently i can't help thinking that the following would be better then this entire system in it's current state. AT nades destroy jeeps/motorcycles in 1 AT nade. AT nades destroy (1st tier) APCs in 2 AT nades (H3's in 1? 2 is probable fine as well) AT nades destroy (2nd tier) APCs in 3 AT nades (H3's in 2) AT nades destroy mobile AA in 3 AT nades (H3's in 2) AT nades destroy ARV in 5 AT nades (H3's in 4) forcing a more AT specialized loadout, having to take the badge for more dmg in order to kill it in 3. Or the more Explosives badge so you have the required amount. RPG launcher destroy jeeps/motorcycles in 1 shot. RPG launchers kill any APC in 2 shots, also the mobile AA RPG launchers kill a ARV in 3 shots RPG launchers kill light Tanks in 3 pens. RPG launcher kill a Med/TD in 4 pens (The amount of time it takes to reload 4 rockets on any RPG launcher is significant and makes this more then fair imo towards any MED/TD) RPG launchers kill a Heavy TD in 5, again forcing a more specialized AT load out. just quickly out of the top of my head, gtg so what i wrote above was rushed and might not be optimal. So plz take that into account ^^ P.S. with the new spawn system i think APCs should only be able to be spawned on when it isn't moving, Right now APCs are driving around the objectives spitting infantry out at a stupid rate. Greetings, ~Arth Added for more explanation: o yea absolutely, forgot to mention that cause i was in a rush, had to leave 10 minutes prior to posting that. and i also didn't say that, personally i'm not opposed to the idea that AT nades are just not meant for TD/MED/Heavy tanks and MAYBE even lights (that they simply don't do enough damage), i pointed that out with my list but that could be unclear. the notion that only rpg launchers are meant for truly taking out tanks sounds good to me, cause with the number of pens that i mentioned together with the reload speed makes the RPGs sit at a point where i think tanks can/will be pushed back/held at bay cause they deal enough damage. But at the same time riding up to a tank and instant killing it will also be out of the picture cause the RPG is simply to slow of a tool to dispatch a tank quickly. so you get this balance imo where you can deal with tanks but at the same time can't rush them and insta kill them.
  12. tool that is still relevant: https://script.google.com/macros/s/AKfycbwF7UGqPbT8Ad_PscA2IftxJRh2hDu7Za8tkJ9y2vr7ckZhFsG0/exec If it comes to infantry weapons the only thing i came across in this tool that is outdated is the m1/m2, it got nerfed a long time ago. It does 25/29 dmg now depending on ammo. Anyhow, Infantry class Kar98 = SMK Hart, Heavy bolt, Scout II (OHK ppl with heavy set bronze) Recon class Kar98 = SMK Hart, Heavy bolt, Chrome moly 4150 (OHK ppl with heavy set silver) (heavy set is a badge that applies dmg reduction, 5% with bronze, 10% with silver, 15% with gold) personally i would go for a semi auto with a scope though. Heavy set is so common that you will 2HK allot, especially with a infantry kar98. ppl could start talking about the anschusspatrone s.S ammo, but that ammo can't even OHK bronze heavy set with a infantry kar-98 and can only OHK bronze heavy set with the recon kar-98 also the damage over distance gain from the anschusspatrone s.S ammo is irrelevant.. the SMK ammo does the same dmg as the anschusspatrone ammo at 215m for infantry kar-98 and 198m for recon kar-98 that's far enough, your not gonna get many kills beyond 198m, thus imo it's 100 times better to go for the SMK ammo that can kill a heavy set degree higher.
  13. it's based on armor thickness. (if i recall correctly the flip side was at 20mm) you will discover that the APC's require iron fist.
  14. If AR gets removed completely then we will go back to (SU) recons blocking every path till they are ready to attack. This was the reason AR got introduced. Germany couldn't move forward at all cause everything was just blocked. And i'm not exagerating when i say "Everything". So a complete removal will (very Very VERY) likely never happen.
  15. Arth

    Proposition about STG44

    HSS imo + M2C hasn't had 33 dmg for a long time now, jackal ammo does 29dmg. So 5HK vs HSG.