Any plans for guastatori nerf ?
Posts: 267
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There, you just hardcountered them.
They didn't got buffed, because they were too strong you know.
Posts: 267
Use vehicle.
There, you just hardcountered them.
They didn't got buffed, because they were too strong you know.
I know they didnt get buffed, and I feel like I read somewhere that the chances of their flamethrowers blowing up increased, but I have used vehicles (Brit M3), and if they get close enough, they delete it. My point is, I have to devote all my attention to the guastatori when they hit the field. Whereas the enemy can essentially just A-move them and profit.
Posts: 17914 | Subs: 8
I know they didnt get buffed, and I feel like I read somewhere that the chances of their flamethrowers blowing up increased, but I have used vehicles (Brit M3), and if they get close enough, they delete it. My point is, I have to devote all my attention to the guastatori when they hit the field. Whereas the enemy can essentially just A-move them and profit.
That's how churchills and matildas feel to axis players.
Yet they are being killed.
Gustatori are shock troops from coh2 and you counter them the same way.
Keep distance, use vehicles, focus fire.
Posts: 293
Posts: 956
I am honestly of the opinion that they were fine in their Day 1 iteration, esp given that the (~7 range) AT satchel would get cancelled if the target didn't stay in range for the entirety of the extremely lengthy throw animation, but Relic disagrees.
Posts: 1379
Their armour (1.25) is auto-penned by LMGs (eg: BAR with 1.75 pen). Otherwise don't expect a starting availability, 260ish MP squad to beat a 2CP, 400MP squad, it just won't happen. With those costs, going even 2v1 isn't really surprising. Getting close range is also suicidal vet-for-vet as they are the deadliest CQC squad in COH history and rightfully so at that price tag for a BG-only unit.
I am honestly of the opinion that they were fine in their Day 1 iteration, esp given that the (~7 range) AT satchel would get cancelled if the target didn't stay in range for the entirety of the extremely lengthy throw animation, but Relic disagrees.
If we're going to have a CQC squad that's so retarded good at anti infantry that it can frontally decrew MGs, then I think it's more than fair that it shouldn't be able to go toe-to-toe with vehicles too.
Edit: To be fair, their snare was removed back before MGs were uberbuffed. Maybe now it's not so shrimple.
Posts: 17914 | Subs: 8
If we're going to have a CQC squad that's so retarded good at anti infantry that it can frontally decrew MGs, then I think it's more than fair that it shouldn't be able to go toe-to-toe with vehicles too.
Edit: To be fair, their snare was removed back before MGs were uberbuffed. Maybe now it's not so shrimple.
Shock troops could do that in CoH2.
Shock troops also could throw their own smoke much more often and had AI grenades.
They were not a problem.
Just like Gustas are not a problem here.
Sniper bleeds them to death.
Quad shreds them.
Humber walks over them.
Don't park ultra lights next to them, because they'll shred it, just like any other SMG inf will(combat engines shred 250 up close too, but at range are hardcountered by them if something is inside them)
If you think you should be able to use mainline inf against them, its like thinking you should be able to use generalist medium and light tanks against flak 88.
Long story short:
Skill issue.
Posts: 293
If we're going to have a CQC squad that's so retarded good at anti infantry that it can frontally decrew MGs, then I think it's more than fair that it shouldn't be able to go toe-to-toe with vehicles too.
Edit: To be fair, their snare was removed back before MGs were uberbuffed. Maybe now it's not so shrimple.
Yeah pretty much anything wielding a flamethrower can frontally decrew an MG if it's allowed to get close enough, and they have two of them. So its hardly surprising. Before their recent buff they weren't even the strongest CQC squad in the game, they would consistently lose to thompson Gurkhas. I haven't tested the matchup since that last buff to their SMG's though, so that might have changed.
I really miss the buggy satchel, but I think they're fine. They are incredibly expensive and blobs of BAR rifleman quickly whittle them down just like do to everything else.
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Posts: 348
I am honestly of the opinion that they were fine in their Day 1 iteration, esp given that the (~7 range) AT satchel would get cancelled if the target didn't stay in range for the entirety of the extremely lengthy throw animation, but Relic disagrees.
Oh hell no. They are totally fine now but having any snare on that squad is absurd
If u think its okay for a squad to 1v2 other squads (which i agree is okay in the current situation) i dont see how u can ever justify that squad having a snare. Even with the cancellation aspect/short range
Shocks or Obers having a snare? Sure coh2 was a different game, but i think its even less okay in coh3 with the increased reliance on vehicles. Hell even penals were OP with their snare before they moved it to ptrs only
Shock troops could do that in CoH2.
Shock troops also could throw their own smoke much more often and had AI grenades.
They were not a problem.
Shock troops did not have a snare... Did u even read the post u were responding too? He was talking about Xenarra saying they shoudlve kept the snare
We get it, u main DAK. Its okay Kat, calm down
Posts: 17914 | Subs: 8
Shock troops did not have a snare... Did u even read the post u were responding too? He was talking about Xenarra saying they shoudlve kept the snare
We get it, u main DAK. Its okay Kat, calm down
When was last time you played CoH3?
March?
Must've been, because that's how long Gustas do NOT have snare.
And yeah, I've read that post. I didn't really took it into consideration, because gustas do not have snare and its unlikely they'll ever get it back, so its pointless to even discuss it.
They are tanky CQC specialists and are not even the best CQC specialists, Ghurkas are.
Posts: 348
When was last time you played CoH3?
March?
Must've been, because that's how long Gustas do NOT have snare.
R u fucking retarded? Did i say they still had one? No
Someone said they should get it back, and i responded to that. When they lost it is completely irrlevant in that context
And yeah, I've read that post. I didn't really took it into consideration, because gustas do not have snare and its unlikely they'll ever get it back, so its pointless to even discuss it.
LOL sure dude. Not sure why u even commented then, or why u didnt just say this to the person who brought it up in the first place...
See I think ur DAK boner just forced u into a meaningless rant. Their a cool faction no doubt, but u gotta chill
They are tanky CQC specialists and are not even the best CQC specialists, Ghurkas are.
Cool? Do u see me complaining about their performance against infantry? U literally cant stop urself lol
Posts: 956
Oh hell no. They are totally fine now but having any snare on that squad is absurd
If u think its okay for a squad to 1v2 other squads (which i agree is okay in the current situation) i dont see how u can ever justify that squad having a snare. Even with the cancellation aspect/short range
Shocks or Obers having a snare? Sure coh2 was a different game, but i think its even less okay in coh3 with the increased reliance on vehicles. Hell even penals were OP with their snare before they moved it to ptrs only
Ehh, the HP values of armour and snare mechanics are different from COH2 to COH3. IIRC getting an AT satchel in your face won't result in the engine damage status for a tank with >50% HP after the explosion, only a slow effect. Getting an AT satchel in COH2 was usually a death sentence however. You have to be seriously not paying attention to get one in either case anyway.
Obers were the highly feared ultra efficient long range LMG squad mowing down people, as I keep getting told by various people. No one would seriously believe giving them an AT satchel or nade is a good idea. Shocks had other things going for them anyway.
But yes, I don't believe they'll bring it back for Guastatori.
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