PTRS Penals and Soviet vs Ostheer balance
Posts: 307
You back tech t2 - buy zis gun = delay T-70 ALOT.
Posts: 2243
Look here:
https://www.twitch.tv/videos/1064354797?t=1h15m20s
i made around 50k dmg with them.
they made the game...overall i had nearly 100k dmg done.
Posts: 1379
That is one of the most stupidest things I'v heard.
I'm glad you agree. Now hopefully you understand why nobody does it.
Posts: 1515
you wanna see how great penals are?
Look here:
https://www.twitch.tv/videos/1064354797?t=1h15m20s
i made around 50k dmg with them.
they made the game...overall i had nearly 100k dmg done.
4v4 with 1000+ ranks. No sh** you'll do a lot of dmg. Unit preservation is not a thing in that mode. You didn't really do anything special
Posts: 578
Lol who cares about context right?!
People scraping the bottom of the effluent barrel in this thread. Trolls as usual.
Posts: 378
When was last time you've destroyed a tank using ONLY mines or AT nades?
.
All the time? 2 Riegels on top of each other deals with any medium I have seen.
Posts: 1594
What kind of clown rank games you play for that to be a thing or actually work?
Why wouldn't it work? Even at high levels/ranks vehicles still trip mines occasionally, especially USF vehicles if they lose their RE early on.
Whether or not it's reliable enough for the cost/risk involved is another question.
Posts: 17914 | Subs: 8
Why wouldn't it work? Even at high levels/ranks vehicles still trip mines occasionally, especially USF vehicles if they lose their RE early on.
Whether or not it's reliable enough for the cost/risk involved is another question.
Because.... people don't just a-move vehicle and leave it be, they'll react and retreat instantly, instead of trying to crawl forward couple of meters to roll over another mine, plus sweepers are a thing.
But then again, its some clown rank where it works for you, but I wouldn't consider something effective with assumption that opponent is literally braindead.
Posts: 177
penal with ptrs vet 3 vs gren with mg42 vet 3.
penal will lose 100%
Posts: 1594
Because.... people don't just a-move vehicle and leave it be, they'll react and retreat instantly, instead of trying to crawl forward couple of meters to roll over another mine, plus sweepers are a thing.
But then again, its some clown rank where it works for you, but I wouldn't consider something effective with assumption that opponent is literally braindead.
People are going to react instantaneously to having hit a mine, and instantaneously begin to reverse without ever moving forward a couple more meters? They're ALWAYS going to have the vehicle selected, and not be moving infantry simultaneously to support it when it hits the mine?
They're going to do this while also contending with the inherent input lag of CoH2?
They're going to reliably do this every single time they hit a mine, without fail?
Rather optimistic.
Posts: 290
Posts: 772
Personally I use PTRS only with Guards. Penals is too good of a combat unit to give it such weapon as PTRS for reasons listed above. If they had zooks or shreks, that would have been another story.
Posts: 2243
they dont even need 0,2 sec to after running to shot over 45 range (more than other at handheld) and will hit mostly everytime
Posts: 772
it was a dumb/ ally biased idea to give ptrs penals no aim time.
they dont even need 0,2 sec to after running to shot over 45 range (more than other at handheld) and will hit mostly everytime
I don't think ptrs penals overshoot. At least have not seen a single overshot with a penal squad, while could with Guards, but it was definitely not 'hit mostly everytime' type of situation. And the amount of damage and penetration ptrs has at far range is hardly enough to be a problem. Zooks and shreks weren't a problem, then why ptrs' are?
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