Sneaky PIAT commandos
Posts: 187
In this 2v2 match, the expliot of the vet0 camouflauge is insane. Once the majority of the axis side of the map is filled with yellow-cover craters, it is an open playgorund for these commandos with PIATS combo. Imagine the spam possibilities it opens lol!
I think this exploit must be fixed in someway...?
Posts: 148
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Posts: 17914 | Subs: 8
There is nothing unintended about camo units moving through cover in camo.
Posts: 187
What exploit?
There is nothing unintended about camo units moving through cover in camo.
But what if the whole side of map for ur opponent becomes the 'cover'?
Posts: 17914 | Subs: 8
But what if the whole side of map for ur opponent becomes the 'cover'?
Then you're using arty a bit too much if at the same time you didn't wanted to give camo units permanent camo everywhere.
Camo units work only in cover.
You've made half the map cover.
Posts: 282
But you can't blame your opponent for setting up a good ambush with them.
Posts: 187
Since fallschirm and commando are alike, and fallschirm need to wait vet 2 or 3 to be able to move under camouflage, maybe we could implement the same thing with commando to prevent some sneaky point cap or raketen-like ramp strategy.
But you can't blame your opponent for setting up a good ambush with them.
Yea they need to be given the same treatment as falls. Vet0 moving camo with PIAT = Raketen.
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Posts: 268
Posts: 187
If only Ost had a cheap scout vehicle with infantry detection.
222s infant awareness ability is only available at vet1 (if im right) and same goes with OKW's Kubel. So, no real counter for commandos vet0 moving camo.
Moreover, both 222s and kuble die very quickly and if you keep them alive somehow till late game, you might have pop cap issues for getting late game heavies.
Posts: 3588 | Subs: 3
222s infant awareness ability is only available at vet1 (if im right) and same goes with OKW's Kubel. So, no real counter for commandos vet0 moving camo.
Moreover, both 222s and kuble die very quickly and if you keep them alive somehow till late game, you might have pop cap issues for getting late game heavies.
Not the game’s fault if you’re not good enough to get a vet 1/2/3 222 early and keep it alive. Git gud.
Posts: 187
Commandos witout moving camo would be bad as fuck
Commandos without moving camo '@vet0' wont be a soo bad...no one is asking for completely removing them, just move it to vet2/3.
Posts: 268
Commandos without moving camo '@vet0' wont be a soo bad...no one is asking for completely removing them, just move it to vet2/3.
They would be quite an investment. MP heavy, Pop cap heavy, not really durable. And giving them at weapons takes away their cqc-power. I think it is fair. I think, it isnt much of a problem, since this is the first time i have seen this strat. GUess it is a rather nieche one.
Posts: 17914 | Subs: 8
Moreover, both 222s and kuble die very quickly and if you keep them alive somehow till late game, you might have pop cap issues for getting late game heavies.
Then I guess its good that Kubel gets shared vet and can vet up without even firing once.
Posts: 187
Not the game’s fault if you’re not good enough to get a vet 1/2/3 222 early and keep it alive. Git gud.
I'm not basing my arguements on an individual player's skill (you might be a good/high-level/top-notch/best-player-ever/first-born/micro-lord/RTS-god tier player, so kudos to you!).
This is a balance forum for the 'whole' community.
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