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About Link755US

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Faction & Soldier

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  1. Link755US

    Scoring criteria?

    Depends what you mean by no activity, but usually capturing and defending objectives rewards the most points. So it's possible to get a high score by only capturing objectives and not killing any players.
  2. Link755US

    getting killed before you actaully spawn

    I think what is happening is the soldier spawns as soon as you click on a spawn, but you don't gain control or visuals until the camera finishes zooming in on the location. So it's not a bug, just bad game design.
  3. Link755US

    Is recon viable in War?

    We don't know how much yet, but Reto does have plans to increase both recon and paratrooper equipment points.
  4. Link755US

    Medic Helmet.

    My thought on a solution to this would be to change what the Hand of God badge does. Right now it extends the range you can heal players at. That's actually worthless as a badge, because the farther away you are when you are trying to heal someone, the less they have to move to move your crosshair off of them and completely reset the healing process. My solution to this would be to change the Hand of God badge so that it allows you to lock on to other players. In other words, the Hand of God badge would make it so that when you are healing another player, your crosshair always stays on that player (unless you stop healing them). And if they begin to move out of range, you are pulled in their direction. The higher the badge level, the strong the effect, with the Gold level keeping you locked on perfectly. Of course this comes with the risk of the person you are healing dragging you to your death. But it does guarantee that you won't have to start all over again. Perhaps a better solution would be to add a new item that is some kind of medical field kit. It gives you syringes that can instantly heal other players, but you can't use it on yourself. This would be a more ideal tool for medics. The First Aid badge could simply speed up the recharge on the equipment. One mechanic that I may be interested in seeing added to the game is the "downed" mechanic that is in other games. If implemented well, this could make medics and teamwork a lot more important. Right now you can keep running around like nothing happened when you are on 1 hit point left. Which never quite made sense to me. Some players may disagree that such a mechanic would be a good idea for the game. I'm not sure myself because it would likely require a rebalance of every weapon in the game, especially sniper rifles. But it may be one way to remove the need for Heavy Set to protect form snipers in the future.
  5. Link755US

    New Grenades!

    Damage against vehicles is hard to calculate, and I haven't had a chance to test it. I am not sure. If I compare it with the sticky, on a strictly statistical level I would estimate that it would take approximately 10 Demolition Explosives to do the same damage as a sticky to a vehicle. However, I do not know for certain if that is the actually the case.
  6. Link755US

    New Grenades!

    If it wasn't already clear by the statistics, overall grenades have a larger blast radius but do less damage. So they are more likely to injure someone now, but less likely to kill them.
  7. Link755US

    New Grenades!

    Here I would like people to post information they have on the new explosives. I'll start with what information I have been able to gather, but feel free to reply with any new info or correct me where I'm wrong. Keep in mind that this is what I have been able to quickly gather. I will not be doing any extensive testing beyond what I have already done. I will also not be updating this in the future, so if you feel that it is outdated, start your own new topic. Throwable explosives have now been separated into 4 categories. Here we will discuss categories 1, 2, and 3. The fourth category is anti-tank grenades which is less relevant. Within the 3 categories of new and old explosives, all weapons appear to have the same stats. Because of this, Reto has switched back to faction specific explosives for at least those categories. Players that already have other faction's explosives unlocked appear to still have access to them. Players that did not unlock those other faction explosives before the update will not be able to get access to them. So if you are a US player and did not unlock the M24, M24 Frag, or RGD-33 before the update, you will not be able to get them. Conversely, players on the other two factions that did not unlock the Mk II will not be able to access it. Keep in mind that the explosives within each of the three categories I will lay out all appear to have the same stats. Thus, the difference is only aesthetic. From what I can tell, players that have not unlocked other faction explosives will not be at any tactical disadvantage. Now for the juicy part. Light Grenades US has the Mk IIIA1 Offensive Grenade (new) GE has the Stielhandgranate 24 (old) SU has the RG-42 (new) Unlocks at Infantry Assault rank 3 Costs 9,200 credits to buy Costs 153.33 credits per use (450 to use three) Carry 3 Throwing velocity of 18m/s (theoretical best throwing range, haven't tested) Explosive damage of 150 Explosive radius of 10m Kill radius of 3.33m Heavy Grenades US has the Mk II Grenade (old) GE has the M24 Fragmentation sleeve (old) SU has the RGD-33 (old) Unlocks at Explosives rank 3 Costs 11, 000 credits to buy Costs 183.33 credits per use (550 to use three) Carry 3 Throwing velocity of 15m/s (theoretical mid throwing range, haven't tested) Explosive damage of 110 Explosive radius of 25m Kill radius of 2.77m Demolition Explosives US has the Infantry Demolition Kit M1 (new) GE has the Stielhandgranate M24 Bundle (new) SU has the RGD-33 Bundle (new) Unlocks at Explosives rank 8 Costs 14,000 credits to buy Costs 233.33 credits per use (700 to use three) Carry 2 Throwing velocity of 12m/s (theoretical worst throwing range, haven't tested) Explosive damage of 200 Explosive radius of 20m Kill radius of 10m As you can see, 5 new explosives have been added. Each faction gets 3 explosives, one from each of the categories I've laid out. I will lay out some of my insights below, but keep in mind that I have done very little testing. Most of what I say is based on the stats you can see here. The Light Grenades will be the first grenade most players gain access to. They also appear to have the best all around usefulness against infantry. They can be thrown the farthest (I think), and have a decent kill radius. They are also the cheapest. So keep that in mind if you like to spam grenades. The Heavy Grenades will unlock pretty quickly after using a few of the Light Grenades. They cost a bit more to use and don't throw as far. Most notably, they sacrifice a bit of damage for a huge blast radius. From what my testing can tell me, it appear Heavy Set does not affect the damage of any of the explosives in this topic. So even though the Heavy Grenades damage of 110 looks like it might be survivable with Heavy Set, it actually isn't. The main reason to use these is if you want to damage people in a large open area. They have a smaller kill radius than the Light Grenades, so you will have to get them much closer to your target if you want a kill. But you also don't have to get them as close to damage an enemy since their damage drop off isn't as steep. I personally only see these being useful outside buildings or if you know an enemy is already injured. They could also be throw to the center of a room to try and damage everyone inside. Here is a new side note on the heavy grenades. Since they have the smallest slope in the damage drop over distance (because they have the highest explosive radius with the lowest damage), they benefit the most from the Grenadier badge. This is because any increase to their damage will result in the biggest increase to their kill radius. In fact, Grenadier Gold will more than double their kill radius from 2.27m to 5.24m. For comparison, Grenadier Gold will improve the kill radius of Light Grenades from 3.33m to 4.20m, and Demolition Explosives from 10m to 11.3m. Thus, using Grenadier Gold makes the Heavy Grenades much more viable, but is less useful on the other types. Demolition Explosives may take a little while to unlock. They won't throw as far as other explosives and cost quite a bit to use. These costs come at the benefit of a large explosion. They have the highest kill radius of any of the explosives. If you get one of these thrown near you, try to get some cover between you and the explosive to block the blast. You likely won't have enough time to outright run away from the blast. I haven't done any testing but these may also be useful for disabling vehicles due to their power. Since they are more expensive, I'd save these for when you really want someone dead. Thanks for reading and feel free to share any more information you have.
  8. Link755US

    Medic Helmet.

    Maybe if they ever decide to make playing medic viable. Right now it is too much of a pain to try to heal other players.
  9. Link755US

    About AP mines ...

    It can, but only temporarily because of how grenadier works (only affects explosives while you are alive). Reto has also considered nerfing the PMK damage further so that it cannot 1hk ever. Personally, I think a better solution would be to make all the AP mines do less than 100 damage and just make them much cheaper to use. Right now nobody uses them because of how expensive they are. If we compare them to grenades, right now they can also 1hk but are much more expensive to use because the have a practically guaranteed kill. Instead, you should get 3 AP mines, just like you do with grenades, and they should cost about the same to use. However, to balance their sneakiness they shouldn't do enough damage to 1hk.
  10. Link755US

    About AP mines ...

    If you are using the PMK mine, they have had their damage nerfed due to how hard they are to spot. They are also cheaper to use now. However, they no longer kill someone with full health unless you are using the grenadier badge. Keep in mind that the grenadier badge only affects mines you placed that specific life. In other words, once you die, it no longer affects the explosive.
  11. Link755US

    Which Rocket launcher is better? (American Faction)

    A lot of this info is taken from @Beng_'s calculator which can be found here. I can't promise it is 100% accurate because I'm not entirely sure how they are getting the data, but it has been helpful to me.
  12. Link755US

    Which Rocket launcher is better? (American Faction)

    Note: All launchers take up 5 equipment points, have a far range of 100m, can fire one shot before reloading, and have a max range of 2000m (good luck hitting that target though). All details are given based on my understanding of the armor 2.0 system. There is still some confusion on the exact mechanics so I can't make any promises. Calculated armor thickness: This value is dependent on the angle at which the projectile strikes the surface, the thickness value of the surface itself, and how worn down the armor is. Armor can be worn down to half of its original thickness by doing 5000 damage to it. This can be done with any weapon but isn't advisable (takes between 250 and 334 MG42 rounds). Projectile Velocity (How fast the projectile travels in meters per second, allowing it to reach the target faster and require less lead. The higher the better.) Accuracy (Cone of fire angle in degrees. This is how far the projectile can stray from where the launcher was aimed. The lower, the better.) Reload Time (How long it takes to load a new round in seconds.) Cost Per Round (How much it costs to fire the weapon once. Given in the standard game currency.) Armor Pen Min (100% chance to penetrate a calculated armor thickness that is less than or equal to this value. Given in millimeters.) Armor Pen Mid (50% chance to penetrate a calculated armor thickness that is equal to this value. Given in Millimeters.) Armor Pen Max (0% chance to penetrate a calculated armor thickness that is greater than this value. Given in millimeters.) Armor Damage Min (Minimum damage done on a hit. Given in damage points.) Armor Damage Max (Maximum damage done on a hit. Given in damage points.) Note: Damage is done entirely to the 5000 hit point armor pool of an armor plate unless the round penetrates. If it penetrates then the damage is partially done to the armor but most of it is done to the internal components and base vehicle health pool. I don't remember what the ratio is because it was changed a few times. I believe it is also different for anti tank rifles. M1A1 Bazooka GranatBuchse 39 Ampulomet-41 M9A1 Bazooka Panzerschreck M18 Recoilless Rifle (not technically a launcher but still relevant) Hope this helps. This is everything I know.
  13. Link755US

    FG42 Modability for Infantry

    If they do this, then that SU weapon would also have to be available to SU infantry with mods. In addition, they'd have to give the US another LMG since the Johnson is currently serving the role of their 3rd LMG. I don't mind this solution but I think a lot of GE players would complain that the other two factions are each getting a new weapon just so they can mod the FG42. Especially since it would also probably become capturable by enemy infantry. I think a lot of GE players don't realize that this capturable state of the FG42 may seem like a crappy deal for them, but it is actually holding the other factions back from a lot more. Personally I think the easiest solution is to just tell GE to deal and give SU paratroopers the DP-28 since it is 6 equipment points now and was something they had access to. If GE gets to mod FG42 that's just going to result in the other two factions demanding a 4th LMG and claiming that there is favoritism.
  14. Link755US

    FG42 Modability for Infantry

    I'd consider using the Johnson more if they did this in addition to making the sight fin thinner and removing the ability to keep moving at normal speed while hip firing. There was a time when it was an advantage, but it has been a long time since the Johnson has had the hip fire accuracy to take advantage of this. I'd prefer to be able to quickly lay down accurate hip fire like you can with the FG42 rather than keep moving fast and spray a bunch of bullets everywhere. Killing the enemy as fast as possible is more important than trying to dodge bullets.
  15. Depending on the mechanics of the new game it may be hard to transfer progress. But it would be nice if they found some way to reward loyal veterans.