The Cancer That Is Soviet Field HQ
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No unit inside for 15-30 seconds and it dies
Posts: 255
Permanently BannedRegardless if map has buildings or not. U can move ur mobile hq anywhere.
Posts: 39
okw has a forward HQ for free none-doctrinal.
Regardless if map has buildings or not. U can move ur mobile hq anywhere.
Yes but it isnt a resilient as the field HQ, not by miles as the field HQ can be used on tough buildings making it more resistant than the OKW trucks, the OKW trucks are also vital to to how OKW works, and no one says you have to build outside your base either
Posts: 321
okw has a forward HQ for free none-doctrinal.
Regardless if map has buildings or not. U can move ur mobile hq anywhere.
Didn't know the OKW Med-Truck could be moved after deployed...
Make fhq require at least a single squad garrison in it. If it dies the fhq is undone. Now mortar poses a real threat as it should be
Seems resonable, only this would make losing the FHQ pretty easy. Might be more pratical to let it receive some damge if un-garrisoned?
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okw also has flak tank building. all none doctrinal.
last checked any 60 range unit could counter it, artillery or any medium tank and heavy can counter the non doc flak HQ, hell even mortars can, if only the soviets had a really powerful mortar for this, oh wait they do, 120mm mortar, the spread doesn’t mean much as its you know a building, you’re gonna hit it directly or splash.
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last checked any 60 range unit could counter it, artillery or any medium tank and heavy can counter the non doc flak HQ, hell even mortars can, if only the soviets had a really powerful mortar for this, oh wait they do, 120mm mortar, the spread doesn’t mean much as its you know a building, you’re gonna hit it directly or splash.
Unless the relative safe by using the extended range means something, there's not much difference between using the stock mortar and the 120mm. They both do the same damage.
Posts: 39
Unless the relative safe by using the extended range means something, there's not much difference between using the stock mortar and the 120mm. They both do the same damage.
120mm if i recall gets extra AoE which can get some splash on nearby infantry if its the 1st truck with medics but for stuff like the flak HQ, its just a bonus that you are very unlikely to miss.
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120mm if i recall gets extra AoE which can get some splash on nearby infantry if its the 1st truck with medics but for stuff like the flak HQ, its just a bonus that you are very unlikely to miss.
And the trade off for the extra chance to hit infantry is the drastically reduced ROF. Better chance to deal damage but less chances to deal it as well as lower actual dps against the truck.
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I think once converted to fhq, maybe make the building have a -25% recieved damage penalty. Since coh2 engine cannot do the decap thing from coh1.
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And the trade off for the extra chance to hit infantry is the drastically reduced ROF. Better chance to deal damage but less chances to deal it as well as lower actual dps against the truck.
From my experience 120mm is superior than the standard mortar in taking out trucks...
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From my experience 120mm is superior than the standard mortar in taking out trucks...
How?
It has lower DPS then regular one and AoE isn't really a factor against such big, static target.
There is only range range advantage to 120mm here and it is going to be less accurate anyway due to higher scatter.
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How?
It has lower DPS then regular one and AoE isn't really a factor against such big, static target.
There is only range range advantage to 120mm here and it is going to be less accurate anyway due to higher scatter.
I suggest you test in cheat MOd and find out for yourself.
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I suggest you test in cheat MOd and find out for yourself.
But it's impossible. Same damage per shot shooting less. Unless there is a bug it shouldn't be dealing more damage.
Posts: 13496 | Subs: 1
But it's impossible. Same damage per shot shooting less. Unless there is a bug it shouldn't be dealing more damage.
You are confusing small arm fire and explosive weapons. The 2 mortar do the same damage if they both score a hit. PM-41 does 40 damage at distance 2 while the HM-38 does 40 damage at range 3.5.
So no they do not do the same AOE damage. HM-38 does allot more.
Posts: 5279
You are confusing small arm fire and explosive weapons. The 2 mortar do the same damage if they both score a hit. PM-41 does 40 damage at distance 2 while the HM-38 does 40 damage at range 3.5.
So no they do not do the same AOE damage. HM-38 does allot more.
I'm talking about vs structures specifically. ROF matters a lot more especially when considering the scatter on the 120mm. I'm not arguing that the 120mm is up or anything, just that against something like an sws truck you are better off with the 82mm since it's going to deal damage more quickly.
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I'm talking about vs structures specifically. ROF matters a lot more especially when considering the scatter on the 120mm. I'm not arguing that the 120mm is up or anything, just that against something like an sws truck you are better off with the 82mm since it's going to deal damage more quickly.
I am talking about vs structures specifically also. If all shot hit right on target PM-41 will have higher DPS but that not the case. As soon as misses the HM-38 does more damage.
You can test this cheat MOD and see how much damage each mortar does.
Posts: 3423 | Subs: 1
I am talking about vs structures specifically also. If all shot hit right on target PM-41 will have higher DPS but that not the case. As soon as misses the HM-38 does more damage.
You can test this cheat MOD and see how much damage each mortar does.
But the HM-38 is even more likely to miss, no?
I by no means want the old heavy mortar back, that thing was Osts worst nightmare. Grens/MGs getting deleted left and right. But the stock mortar feels a lot more reliable in-game for me
No vet 1 req for the flare is nice too
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