Delete the Schwerer gun from the game
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Posts: 3588 | Subs: 3
Get rid of it.
Posts: 3588 | Subs: 3
Posts: 5279
Posts: 3588 | Subs: 3
If the enemy has 10units on the other side there is nothing to stop you from using 2 at guns and killing it before they can come over to say no. Then obviously you will win because they can't build any tanks.
He has 10 working synapses, meaning he’ll just rotate his army over. He’ll also know your army’s position and have a big infantry superiority because you’ve spent 720mp and 260mp 70f if soviets for recon T70 to deal damage to it.
Basically it forces you into a super risky early game siege that’s gonna be even more difficult next patch if the doctrinal tank buff for okw comes into play and you have to deal with an ostwind/Hetzer 30fuel earlier.
Posts: 3423 | Subs: 1
I wouldn't hate removing it either, but if people can't stand that it should at least take up pop
Posts: 3588 | Subs: 3
Make it take up pop space if you want it to fight. Permanent choice, unless it's destroyed, then you can choose again if you replace it
I wouldn't hate removing it either, but if people can't stand that it should at least take up pop
Yup, or maybe make it purchaseable after panzer authorization for 300 manpower?
It definitely shouldn’t be free.
Posts: 195
In my opinoon, aimbot structures like the OKW Flaks and UKF Boffors are regrettable but these are thoughts best saved for a COH3 if it ever happens.
Posts: 3114 | Subs: 2
It works well in team games. If there are issues with some few maps, then that's a map design issue.
Posts: 321
indirect fire wasn't an option..
Posts: 711
But as was mentioned before, if you place it aggressive, it becomes much easier to lost it. 2 squads of penals with satchels could almost destroyed it (smoke from mortar or shocks and farewell schwerer). Not to mentioned about double zis.
Posts: 26
Posts: 249
Posts: 8154 | Subs: 2
For those who play team games only, you wouldn't realise that there are maps on which the base MG bunkers cover strat points near your base. Putting a Flak HQ just outside your base and covering your cut off is plenty safe.
It's as risky as constructing your tiers with Soviets and OH towards the exit of your base so you can reinforce from farther away.
PD: no risk at all.
Posts: 3588 | Subs: 3
I dont think it should be removed, but its very frustrating to play against, especially on small maps
Yeah I put the title out of frustration.
This stupid strat should be nerfed though, it’s very unfair in 1v1in maps with cutoff and fuel closeby.
Posts: 2272 | Subs: 1
Posts: 3588 | Subs: 3
yesterday i had a game in which it go instantly deleted by 2 parallel il2 strikes. you can remove it with 2 clicks if done right
Great idea, let me force myself into an off meta commander and spend 400 munitions in order to do something as basic as attack a side and cap it.
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