SNF / Halftrack
Posts: 1006
I still prefer my original idea:
http://www.coh2.org/topic/7048/suggestion-half-track-reinforcement
thoughts ?
Posts: 17914 | Subs: 8
This way M5 quad could be buffed with vet to actually have more meaningful combat or AA performance and 251 could also benefit from combat vet.
Can't see how it wouldn't be done as M5 already changed into a different unit with different name and description after upgrade.
Posts: 299
The build used was designed to counter 5 cons and soviet builds that don't get early AT. Plenty of soviet builds that can beat it that where never used in snf.
A better change if one where made would be to make tanks better again besides call-in tanks because mp based AT invalidates tanks too much compared to tanks impact on the battle field and tanks are one of the only ways people can leverage their early game map control.
Posts: 598
not being able to kill the halftrack is a problem? get rid of crits!
i think the flamehalftrack should still be able to reinforce infantry around it.
the m5 quad does not need a buff, it does damage and it suppresses, which is what the german halftrack cannot do.
Posts: 680
why nerf the halftrack when not many players use it anyways?
not being able to kill the halftrack is a problem? get rid of crits!
i think the flamehalftrack should still be able to reinforce infantry around it.
the m5 quad does not need a buff, it does damage and it suppresses, which is what the german halftrack cannot do.
+1
Dont nerf units that are not being abused.
Posts: 1006
why nerf the halftrack when not many players use it anyways?
not being able to kill the halftrack is a problem? get rid of crits!
A lot of players uses the halftrack.
Posts: 879
One of the things that really differentiates COH2 from vCOH is the importance of maintaining field presence(1). Mass retreats are punished instantly and ferociously by skilled players. One of the reasons it's so easy for Ostheer to win on certain maps (Kholodny with left side start, Langreskaya with south) is because they can follow up on a mass or near mass retreat by sending the entire army to camp the cut-off point with a halftrack to reinforce.
Once in a while when I'm too busy making Brumbars for trolling, a good player will focus everything on the halftrack first and eventually force me off those points. So I am in favor of Pquiemsieh's suggestion as it will make comebacks more possible.
However, the M5 halftrack still is underused and can be just as vital (a few, a very few, skilled Soviet players know this) so I really don't like the idea of nerfing reinforcement on it at all. Instead, take away overdrive completely from the M5 and let Soviets continue to use it for reinforcement if upgraded, just like the vCOH quad. If people figure out that you can time a quad pop while carrying double flamer engies inside and wtfpwn Ostheer positions while reinforcing (hint, hint) and this creates imbalance they can look at nerfing the damage of the quad mount.
People still won't use it, but hey, it'll still be there.
Limiting reinforcement to controlled areas is stupid and nearly entirely negates the strategic usefulness of these units.
Footnote:
(1) Capping speeds are faster and it is less risky to cap, so being forced off the field means an even more rapid change of map control then in vCOH. Coupled with COH2s faster teching means you are totally screwed if you are cutoff for more than a minute or two before resources have accumulated for T3/T4.
Posts: 222
1) the flamer upgrade should be available only after teching to tier 3
2) if you upgrade to FHT it should not be able to reinforce anymore
Seeing the amount of early FHT abuse in the SNF only proved to me that I had been right.
Posts: 598
It would also be great if you can still transport units around when it's upgraded, but in order to compensate for that nerf, the halftrack mgs should be improved since it barely does any damage to enemy infantry and there aren't many good counters for early shock troops
The mg42 is not good enough to counter shock troops, because of the extra 25 pct damage it receives the gunner dies immediately before it can fire and trying to retreat it is a loss since the other units tend to walk up to the mg and sit down before fleeing then just grabbing it.
Posts: 879
They can only take away reinforce on the Ost halftrack when upgraded IF and ONLY IF they upgrade the damn mgs. It should act exactly like it did in vCOH, be able to do suppression in red cover, but otherwise you have to stand in front of it for a month for it to suppress anything or do much damage.
And it shouldn't need to cost much more if they do that. Maybe a few fuel, maybe, that's for the balance guys to add up fuel costs and see how far behind it would put you.
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Posts: 881
There's usually too many grenadiers with faust, and maybe a Pak, around the FHT for the T-70/T-34 to be a real threat.
I would like to see the flamer upgrade require T3 tech, but it's not the FHT that's the problem here.
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Posts: 36
I don't say thats the solution at all but i wonder why they don't try it.
Are guards not viable?
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