Hold the line
Posts: 13496 | Subs: 1
The ability is way to cost efficient, has very low CP and very long duration. The issue becomes worse the large the MOD.
Posts: 17914 | Subs: 8
Posts: 63
Posts: 786 | Subs: 1
Posts: 13496 | Subs: 1
hold the line is a really good ability but the germans have an exact equivalent of HTL so nerfing it is completely pointless
No "Germans" do not have "an exact equivalent of HTL" the ability is quite unique.
Posts: 956
Posts: 173
I forget, is there a loud noise indicator for this ability being used against you? I don't live on the tactical map. If there is no noise indicator for activation, then I suggest it be added. The flares are utterly meaningless for reasons I discussed last time this topic came up.
Well, aside from red smoke dropping literally 1 second before the air strike and occasional infantry bark, there are no other visual cues about the strike coming in. But we got rather easy to spot buff icon above enemy infantry units, so that your best friend aside from flashing minimap.
Posts: 1890 | Subs: 1
No "Germans" do not have "an exact equivalent of HTL" the ability is quite unique.
Well, Sector Artillery and Zeroing Artillery are similar in their area denial ability. Of course they also cost more and don't cover as large an area. If anything it can do with a slight cost increase I think. It's not a huge issue most of the time because Advanced Emplacements isn't a good commander overall and Special Weapons has a lot of other munitions sinks.
Posts: 13496 | Subs: 1
Well, Sector Artillery and Zeroing Artillery are similar in their area denial ability. Of course they also cost more and don't cover as large an area. If anything it can do with a slight cost increase I think. It's not a huge issue most of the time because Advanced Emplacements isn't a good commander overall and Special Weapons has a lot of other munitions sinks.
Nope the similarity end in area denial part.
Even so the difference in CP/cost/duration, lethality when it comes to Sector artillery and area when it comes to zeroing is simply different.
Posts: 786 | Subs: 1
decapping front points ceases any effect of HDL there
and setting aside all the gaslighting, sector artillery is HDL but with artillery, and just as deadly. You should call off attacks and wait out for this sector defense barrier to expire, and then attack
Posts: 13496 | Subs: 1
i think that this thread exists entirely because OP got his infantry blobs decimated by hold the line
decapping front points ceases any effect of HDL there
and setting aside all the gaslighting, sector artillery is HDL but with artillery, and just as deadly. You should call off attacks and wait out for this sector defense barrier to expire, and then attack
PLS before posting check how the following properties compare between sector artillery and hold the line:
CP
munition cost
duration
tracking of targets
Posts: 956
Well, aside from red smoke dropping literally 1 second before the air strike and occasional infantry bark, there are no other visual cues about the strike coming in. But we got rather easy to spot buff icon above enemy infantry units, so that your best friend aside from flashing minimap.
Indeed, I know from experience that the red flares are worthless as you're strafed before the flares have died out, much less had time to move. I'm fast but I can't beat physics.
Icon isn't really that helpful, I'm guessing it's a nice crosshair? If so, there's other abilities that do that like Assault and I think the Command Aura? You really don't have time to think about which one of them it is, esp if the UKF player is on a different side of the map and then you get zero indication.
Well, Sector Artillery and Zeroing Artillery are similar in their area denial ability. Of course they also cost more and don't cover as large an area. If anything it can do with a slight cost increase I think. It's not a huge issue most of the time because Advanced Emplacements isn't a good commander overall and Special Weapons has a lot of other munitions sinks.
Ehhhh for Zeroing Artillery you have to practically fall asleep (8-10s ish after the red flares) before the shells start ramping up. Then maybe another 5s before the shells REALLY start landing. At which point, the player has had incredible time for warning and could have been killed up to several times over by other bomb abilities. Imho you really deserve every shell landing on you if you aren't getting out of dodge for such a massive ability and its circles in-game + minimap.
Posts: 1197
I forget, is there a loud noise indicator for this ability being used against you? I don't live on the tactical map. If there is no noise indicator for activation, then I suggest it be added. The flares are utterly meaningless for reasons I discussed last time this topic came up.
No but when used against you the map flashed red and green in the frontline so you know you must retreat asap.
Posts: 1197
Posts: 956
No but when used against you the map flashed red and green in the frontline so you know you must retreat asap.
Not likely to be looking at the minimap when I'm neck deep in an armor/inf battle, nvm in time to react. We're talking a matter of seconds here. First realistic indicator then will be rockets and strafing runs.
Posts: 1197
Not likely to be looking at the minimap when I'm neck deep in an armor/inf battle, nvm in time to react. We're talking a matter of seconds here. First realistic indicator then will be rockets and strafing runs.
Maybe so tbh I rarely play against UKF these days, so I really do not know what it's like it being used.
Livestreams
77 | |||||
31 | |||||
29 | |||||
16 | |||||
11 | |||||
1 | |||||
655 | |||||
14 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.653231.739+13
- 2.838223.790+1
- 3.35057.860+15
- 4.590233.717+6
- 5.278108.720+29
- 6.306114.729+2
- 7.645.928+5
- 8.922406.694+1
- 9.1118621.643-1
- 10.265138.658+2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
2 posts in the last week
28 posts in the last month
Welcome our newest member, KETTA
Most online: 2043 users on 29 Oct 2023, 01:04 AM