Ostheer Accuracy
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The PAK vs ZIS Gun argument would be viable if Ostheer had a t70 themself, but we're speaking about asymmetric balance here. And No, the 222 performance/impact/effectiveness is not camparable to t70
and cons don't get an upgrade til t4 with t34 being at big disadvantage when facing p4, but since 222 is not an 30 fuel light tank I guess it does not matter
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and cons don't get an upgrade til t4 with t34 being at big disadvantage when facing p4, but since 222 is not an 30 fuel light tank I guess it does not matter
Cons can build sandbags and have 6 men which is enough to stall till 4 (i did that 8 games in a row)
Also p4 gets actually hit by ZIS because of the target size
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Cons can build sandbags and have 6 men which is enough to stall till 4 (i did that 8 games in a row)
Also p4 gets actually hit by ZIS because of the target size
pure hit chance of t70 at max range is 72%, pure hit chance of p4/t34 is 80% (18 vs 20 target size). If t70 had target size of 14 that would have been a somewhat valid point.
EDIT: the other side is speed. If microed t70 is harder to hit, because it can escape from the cone of fire more easily. But mobility alone does not outweigh the difference in health and the fact that if you faust a t70 it is much more likely to die.
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Cons can build sandbags and have 6 men which is enough to stall till 4 (i did that 8 games in a row)
Also p4 gets actually hit by ZIS because of the target size
And cons behind plenty of green cover will be easily suppressed by any MG due to there always being one model which can't fit properly behind cover, hence the large sandbag they can place. Your whole thread is mind-numbingly dumb and the arguments are silly at best.
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And cons behind plenty of green cover will be easily suppressed by any MG due to there always being one model which can't fit properly behind cover, hence the large sandbag they can place. Your whole thread is mind-numbingly dumb and the arguments are silly at best.
assault package --> hit the dirt --> underappreciated commander ability
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assault package --> hit the dirt --> underappreciated commander ability
This ability is probably one of the worst you could get for a close range squad.
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This ability is probably one of the worst you could get for a close range squad.
its an anti-mg ability and that's what matters, one squad eats up suppression and the others oorah around it
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its an anti-mg ability and that's what matters, one squad eats up suppression and the others oorah around it
Which is perfectly possible just without this ability. Just let the squad get suppressed, and the others flank the MG. Any good player will try to switch targets to the flanking squads manually. It doesn't matter much if your middle squad is immobile by suppression or hit the dirt. It's immobile, so the defender will switch targets.
You either time the flanking maneuver well enough to make it or not, but this ability does not help.
You're actually taking your own squad out of the fight. Even before it got suppressed, which technically means that you allow the opponent to switch targets earlier than necessary.
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Hit the dirt is available to all conscript regardless if they have PPsH upgrade or not
The upgrade and ability do not have good synergy the same way camo/sprint do not either
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Which is perfectly possible just without this ability. Just let the squad get suppressed, and the others flank the MG. Any good player will try to switch targets to the flanking squads manually. It doesn't matter much if your middle squad is immobile by suppression or hit the dirt. It's immobile, so the defender will switch targets.
You either time the flanking maneuver well enough to make it or not, but this ability does not help.
You're actually taking your own squad out of the fight. Even before it got suppressed, which technically means that you allow the opponent to switch targets earlier than necessary.
if you get suppressed normally you cant move and he will switch targets, with this way if he switches target you will send the hit-the-dirt squad mobile and walk straight through the machine gun
god has given you the ability to do human wave tactics, and you shall utilize them if you are audacious
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Which is perfectly possible just without this ability. Just let the squad get suppressed, and the others flank the MG. Any good player will try to switch targets to the flanking squads manually. It doesn't matter much if your middle squad is immobile by suppression or hit the dirt. It's immobile, so the defender will switch targets.
You either time the flanking maneuver well enough to make it or not, but this ability does not help.
You're actually taking your own squad out of the fight. Even before it got suppressed, which technically means that you allow the opponent to switch targets earlier than necessary.
They hated him for he spoke the truth.
The ability seems to be geared more for when the enemy has to approach you. You get defensive bonus but cant move so defending instead of assaulting would make sense. However due to being attached to SMG upgrade it has limited window of usefulness. It would probably work best against VG but they can just nade you and wait you out and sturms could just concussive nade and mop up. LMG grens would just look, wonder why, and then move on.
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And cons behind plenty of green cover will be easily suppressed by any MG due to there always being one model which can't fit properly behind cover, hence the large sandbag they can place. Your whole thread is mind-numbingly dumb and the arguments are silly at best.
sandbag spamming is very prevalent in 1v1 and even if you bring up the HMG, cons still win a lot of time...if you don't know that you can bring a pak and smash the cover
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if you get suppressed normally you cant move and he will switch targets, with this way if he switches target you will send the hit-the-dirt squad mobile and walk straight through the machine gun
god has given you the ability to do human wave tactics, and you shall utilize them if you are audacious
To be honest I am not sure how long the delay was until you can de-activate the hit the dirt ability (haven't used it in ages) or if it still exists in the first place.
The way I see it, there are two options after immobilizing your frontal squad (suppression, hit the dirt), assuming players with decent micro:
1. Your flanking squad runs past the cone of fire. This forces the MG to retreat or reposition.
2. Your flanking squad gets suppressed as well. Without HTD, you can just retreat at this point. With HTD, your mobilize your frontal squad again. However you're in the middle of the cone at realistically range 30-40. You're not going to overrun the MG. Best case is that you can pull back one squad. With an half-decent opponent that switches targets, he will switch back to the frontal and this one gets suppressed, too.
The only gain I can see is that you can reactivate your squad unsuppressed if the flanking succeeded and the MG retreats. If there are other enemy squads in the area, you can fight them quicker. If there are not enough enemies to fire at the frontal squad to keep suppression, well, you did not gain much because the suppressed frontal squad will lose suppression quickly anyway.
Put you pay higher micro tax. You need to HTD at the same time your flanking squad should already ooraah around the MG.
Anyway, the whole point when this discussion started was about a defensive setup. HTD does not help at all. It's an ability for an offensive assault squad that needs to be close range. Your trade off is to not get a seventh man. 7 men Cons in green cover will at least decently damage an MG when shooting back. HTD PPsH squads will do even less damage, plus you make yourself vulnerable to nades of assaulting squads.
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To be honest I am not sure how long the delay was until you can de-activate the hit the dirt ability (haven't used it in ages) or if it still exists in the first place.
You don't need ppsh upgrade to use "hit the ground". Same with OST "camo" and "sprint". You basically have an upgrade and an ability merged into 1 commander slot.
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You don't need ppsh upgrade to use "hit the ground". Same with OST "camo" and "sprint". You basically have an upgrade and an ability merged into 1 commander slot.
Could have sworn it was connected to the PPsH upgrade. Was this changed at some point?
Thanks for the clarification, that was a mistake on my part.
Posts: 772
Could have sworn it was connected to the PPsH upgrade. Was this changed at some point?
Thanks for the clarification, that was a mistake on my part.
Been playing the game for 2 years and it was like that as long as I remember.
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Could have sworn it was connected to the PPsH upgrade. Was this changed at some point?
Thanks for the clarification, that was a mistake on my part.
It's only connection is the commander ability slot
Hit the dirt used to take up it's own ability slot with nothing else. In an effort to buff underused commanders they merged the abilities so they could add something else
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