Fallschirmpioneer and flak emplacement
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It has a very long build time and is pretty easy to kill.
Wrong, it is very easy to decrew, but not to kill. Just put a truck behind it lmao
Posts: 1382
Wrong, it is very easy to decrew, but not to kill. Just put a truck behind it lmao
This.
Emplacements are a royal bitch to kill in CoH 3.
If you use a mortar it will only bleed the infantry, but with a medical halftrack next to it, it will instantly replenish any dead models. If you're lucky enough to decrew, the enemy can just recrew abandoned teamweapon with the halftrack before you can do any damage to the teamweapon itself.
In CoH 3, unlike CoH 2, the teamweapon itself ONLY takes damage when decrewed. Its not like your mortar chip damage adds up and when it's decrewed it's at half health or something. No, it will be at FULL health.
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Posts: 1382
I'm not gonna cry for fix but i wanna address this and hear anyone opinions because the bofor which is half efficient as this flak emplacement but got nerfed to kingdom come and i wanna hear why the flak emp should exist like it is
The only counter to emplacements in 4v4 CoH3 is to contest the frontline and the enemy backline so viciously that they never have a chance to build them, because your only other option is overwhelming armored force (or AT guns, because I'm pretty sure they outrange them. Only issue is that if you're playing US you'll only have an AT gun if you go airborne (T3 is useless) However, US can field the M3 AT gun halftrack which can counter the emplacement so that's nice at least.)
Maybe we live in the timeline where allies 4v4 meta shifts to rushing to the 2 VPs closest to each other while engineer squads back-cap.
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It has a very long build time and is pretty easy to kill.
Mans just lying like we aren't all playing the same game XD
Posts: 431
The only counter to emplacements in 4v4 CoH3 is to contest the frontline and the enemy backline so viciously that they never have a chance to build them, because your only other option is overwhelming armored force (or AT guns, because I'm pretty sure they outrange them. Only issue is that if you're playing US you'll only have an AT gun if you go airborne (T3 is useless) However, US can field the M3 AT gun halftrack which can counter the emplacement so that's nice at least.)
Maybe we live in the timeline where allies 4v4 meta shifts to rushing to the 2 VPs closest to each other while engineer squads back-cap.
Yes, and that's effectively tantamount to "just win every game you play to counter emplacements." I've always hated that excuse people make when X unit is overpowered, and people's solution is just "don't let them get it," as if always winning is a viable "strategy." I know that's not what you're saying here, but I've seen this kind of argument so many times that I'm just going to inb4 it now.
Posts: 1382
Yes, and that's effectively tantamount to "just win every game you play to counter emplacements." I've always hated that excuse people make when X unit is overpowered, and people's solution is just "don't let them get it," as if always winning is a viable "strategy." I know that's not what you're saying here, but I've seen this kind of argument so many times that I'm just going to inb4 it now.
I'm just giving my honest opinion on what the actual counters to it are. But yeah, it's more a band-aid solution rather than some kind of admission on my part that they aren't overtuned/OP.
I mean, FFS, you can't even snipe the crewmates. Usually if you can't snipe the crewmates, it's an emplacement that dies when you do enough damage to "decrew" it (flak emplacement, mortar pit, bofors, etc.)
Get this, I just played a 4v4 game where my teammate and I had two fallshirmpios and 2 flak emplacements surrounded on an entire semicircle, he had 2 boys AT, and I had 3 assault engi flamer squads, as well as an AT halftrack, all attacking ONE flak emplacement. They were able to easily reinforce and/or recrew abandoned teamweapon with nearby halftrack.
Emplacements just lock down a side completely and totally and all you can do as allies is contest the other side and come back later.
Which is why I was wondering out loud if new allies meta is to stack 2 VPs and give up on one side for the most part.
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Even when the flak is decrewed, para satchel only does 7/8ths of the health lmfao.
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Take away the medic tracks you emplacements will be less of an issue.
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That flak really makes BOYS blobs look balanced against DAK.
Vibing to this while blobbing BOYS AT rifles against Luftwaffe doc abusers and DAK blobbers
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The problem is probably half the emplacements themselves and the other half the Medic trucks that should be redesigned.
Take away the medic tracks you emplacements will be less of an issue.
Agree, the durable ambulances with auto-reinforce in enemy territory which now all factions have, are not healthy for the game right now, hope they get adressed in the forseeable future
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Agree, the durable ambulances with auto-reinforce in enemy territory which now all factions have, are not healthy for the game right now, hope they get adressed in the forseeable future
I do not know how Relic made the same mistake again.
The issue with medic track become apparent years ago when USF where beaning beta tested before release and they could just blob around their ambulance that was much faster at the time.
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Vibing to this while blobbing BOYS AT rifles against Luftwaffe doc abusers and DAK blobbers
Flashbacks of first iteration of PTRS cons and freshly released brit bofors from coh2 intensify
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Agree, the durable ambulances with auto-reinforce in enemy territory which now all factions have, are not healthy for the game right now, hope they get adressed in the forseeable future
they should remove auto-reinforce from halftracks
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they should remove auto-reinforce from halftracks
That helped in CoH2 how exactly?
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they should remove auto-reinforce from halftracks
This would be a nearly useless slapdash fix.
What they really need to do is disabling reinforcing during combat if you're outside of the HQ sector
Posts: 956
This would be a nearly useless slapdash fix.
What they really need to do is disabling reinforcing during combat if you're outside of the HQ sector
While that is an excellent suggestion, I can already see a potential issue where receiving artillery fire counts as 'in combat' as units get damaged. Perhaps a much slower reinforce in combat might be the answer? Reinforcing under artillery fire is a fairly costly affair in COH2 due to all the splash damage, but it seems unfair to penalise ppl for not wanting to leave their team weapons abandoned. Eg: A CD on the recrew weapon ability to stop ppl endlessly remanning it.
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