And the barrage is free and unlimited thereafter right?
After you upgraded the Barrage for 75MU, yes, free and unlimited. But with longer cooldown than now.
Posts: 311
And the barrage is free and unlimited thereafter right?
Posts: 311
Posts: 366
ZiS Barrage has 15 to 80 range. Confirmed!
https://coh2.serealia.ca/#122
Can easily wipe an entire mortar team in 1 or 2 volleys.
Posts: 13496 | Subs: 1
Old sight that is out of date. The Zis barrage has 60 range.
Posts: 1794
ZiS Barrage has 15 to 80 range. Confirmed!
https://coh2.serealia.ca/#122
Can easily wipe an entire mortar team in 1 or 2 volleys.
Posts: 17914 | Subs: 8
The frustation of zis barrage, it will shoot 2 volleys before your weapon teams can finish unpack and move.
This katitof obviously have not played against zis barrage.
You have to move your weapon team even before the zis starts firing, which means you need to have sight of it. Even then, it will still hit you once.
The reload times are too short! The round lands too fast!
Posts: 956
Posts: 311
If you need 2 volleys before you react, barrage is not a problem.
Posts: 1794
Most of the time, you cant see when it starts barraging you. Specially in 1v1 or 2v2 when you dont have enough scout.
Posts: 1351
Posts: 1515
The undervalued part of the barrage is the fact that it makes a player resetup they team weapons such as an at gun or mg thus allowing for tanks/infantry to close in without taking damage. If it is timed right, the ZIS's opponent has their key units rendered useless for a crucial couple of seconds. This will often create the advantage that will lead to a won tank/infantry/combined arms engagement - often the advancing units will mop up the resetup weapon or make it retreat. Unlike grenades the risk of "eating" the barrage is too high and you can't use such tactics with even full health team weapon. Having said all that I would move the barrage to vet 1 (to make the player invest some resources into inirect weapon such as a mortar - this would make them have fewer infantry squads on the field - or one fewer AT gun), or simply make the barrage be paid for every two shells to make "eating" it possible - in such case there should be current cooldown so that a ZiS player can pay more to fire the next two shells.
Posts: 1351
post
Posts: 5279
Posts: 13496 | Subs: 1
Posts: 17914 | Subs: 8
Increase CD to much SU-76
Posts: 13496 | Subs: 1
Funny you mention that, given how its considered to LOWER its CD to match ZiS, because it now has muni cost and long CD is no longer needed as a balancing factor.
Posts: 17914 | Subs: 8
Posts: 1979
When you're making a weapon team move, CONGRATS, YOU HAVE COUNTERED IT, because it can no longer remain in place it did, zoning you out!
Stop camping next 30 minutes in the same place and MOVE OUT.
Ok, I give you that, but if you're shooting it at that range, contrary to mortar, you aren't going to hit shit.
And again, there ALWAYS is place to hide behind. You just don't have an excuse here.
Posts: 17914 | Subs: 8
not really... i use zis barrage to counter blobs and to disloge weapon teams... i can easily do this without walking into the range of a mortar...
honestly i think mortars are pretty terrible overall...their damage and effect on both squads and weapon systems is soo rare that i generally use mortars only for smoke.... only the LEIG and the pak howie seem like decent weapon systems...
in any case i do agree that the zis is not unbeatable... a stuka zu fuss will ruin its day and so will a panzerwerfer or even an LEIG.... but i also think the the mortar is not a good counter to a zis and i also think the zis may be a bit too strong for its current pricetag...
of course i also agree SOV is currently a terrible faction soo there has to be other changes to compensate for a zis change...
Posts: 1979
Well, that's the risk you're taking then, up to you.
Let me remind you that we've re-established that ZiS got 60 range on barrage, going back to my original point, you ALWAYS outrange it. Always. No excuses.
28 | |||||
228 | |||||
36 | |||||
13 | |||||
3 | |||||
2 | |||||
1 |