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russian armor

Bunkers

23 Jun 2021, 08:08 AM
#61
avatar of Vipper

Posts: 13496 | Subs: 1


That is 1 pixel of hp bar left, 1 pixel.

The HP makes no difference at all. It like expecting to kill medium Tank with small arm fire because it has low HP. Hit either penetrate or not.


Also if spamming nade into bunker, fox nest is promoted blobing then how many nade requires to take down 1 bunker ?
Blobing is easy, huh ?

There are a number of grenades that do bunker damage consistently, hell satchel/heavy gammon bomb even one shoot them.

And commandos can blow them up.

Point here that is mainline infatry can do everything there is little reason to build anything else.
23 Jun 2021, 12:02 PM
#62
avatar of DonnieChan

Posts: 2272 | Subs: 1

leave the bunkers alone and now go away in a cloud of free commando smoke
23 Jun 2021, 12:10 PM
#63
avatar of leithianz

Posts: 472

It just crossed my mind that when I first saw CoH2 WM bunker, I felt relieved that it is no longer concrete bunker.

Just saying... haha.
23 Jun 2021, 17:37 PM
#64
avatar of SkysTheLimit

Posts: 3423 | Subs: 1


I mean I had 2 t34/85 consistently miss a single p4 and bounce the ones that do connect and have had all the return shots be penned. And I accept that as what it is. I have no double standards here.

This has nothing to do with the thread
1 Jul 2021, 06:03 AM
#66
avatar of jagd wölfe

Posts: 1660

jump backJump back to quoted post21 Jun 2021, 03:58 AMmrgame2
bunkers go down super fast to ATG these days.

i do not see a need for pop cap.

the above is probably a bug.

+1

And popcap would kill its viability. We see what happens with the flak emplacement

Also the Axis bunker has more armor because it doesn't have a dshk/50 cal and the rifle grenade.
1 Jul 2021, 09:27 AM
#67
avatar of Willy Pete

Posts: 355


+1

And popcap would kill its viability. We see what happens with the flak emplacement

Also the Axis bunker has more armor because it doesn't have a dshk/50 cal and the rifle grenade.

Make bunker cost 25mp. Make MG upgrade cost 75mp 50muni and 2-3popcap

Now can use bunker as cover for squasds mor easily. Overall cost cheaper too as trade for now taking pop space
1 Jul 2021, 10:37 AM
#68
avatar of jagd wölfe

Posts: 1660

I disagree with nerfing bunkers in general but even the simplest small grenade should be able to remove a bit of hp
It happens even for vehicles
1 Jul 2021, 10:43 AM
#69
avatar of jagd wölfe

Posts: 1660


Make bunker cost 25mp. Make MG upgrade cost 75mp 50muni and 2-3popcap

Now can use bunker as cover for squasds mor easily. Overall cost cheaper too as trade for now taking pop space

The mg bunker simply doesn't warrant any popcap cost. Dumping 150 mp and 60 munitions on a stationary small mg arc that doesn't even self spot is already enough
1 Jul 2021, 11:06 AM
#70
avatar of Vipper

Posts: 13496 | Subs: 1

I disagree with nerfing bunkers in general but even the simplest small grenade should be able to remove a bit of hp
It happens even for vehicles

Grenades vs vehicle are the same with bunkers, they either penetrate and do full damage or bounce an do none as all other weapons.

Only weapon with deflection damage do damage regardless if they penetrate or not.
1 Jul 2021, 11:17 AM
#71
avatar of Willy Pete

Posts: 355


Dumping 150 mp and 60 munitions on a stationary small mg arc that doesn't even self spot is already enough

In 1v1 yeah. Not true at all in team games
2 Jul 2021, 13:56 PM
#72
avatar of GoforGiantsV3

Posts: 87

bunkers : 150MP, 60munies to upgrade. 480HP. 35 Armor(immune to rifles and SMGs)
sight range : ~45

Fighting position : 125mp. 60 munies to upgrade. 400HP. 22 Armor(no immunes at all)
sight range : 10, when Cal.50 upgraded then 35. 50 when Garrisoned without 50cal. 60 when garrisoned with 50cal
2 Jul 2021, 19:50 PM
#73
avatar of thedarkarmadillo

Posts: 5279

I'd say 1 pop on bunkers. In team games it's pop cap effeciency that determines balance more than anything so being able to, without any impact in Army composition, lock down areas of the map is a tad strong. It's true that removing them isn't THAT difficult, but it's certainly annoying when you sre floating 1000mp because it's late game knowing the enemy is setting up obstacles that don't impact their army at all. Lugging an AT gun up there means it's 1 AT gun less where the enemy's 100 pop is pushing.
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