ridiculous russian buff
13 May 2014, 14:16 PM
#101
Posts: 503
Permanently BannedSoviet Infantry great Armor's...
13 May 2014, 19:53 PM
#102
Posts: 77
222 is great now. guards can't be everywhere and they have a shorter range. As soviet one of the main things that impacts how I play early game is 222s. Without them infantry has a much freer roam of the map. Exactly the same for soviet SC but the German one has more DPS.
If you are struggling vs sniper, just use ger sniper, hold fire and only counter snipe after theirs fires, they will retreat and takes ages to reinforce plus high cost. You can snipe in the mean time and then repeat. Forcing them to be more cautious.
thats impossable as the other sniper that didnt die will counter sniper after the german shot.
13 May 2014, 19:55 PM
#103
Posts: 77
Definetly this! Stop trying to chase down snipers. Grens are really good at long range. Just stop and focus fire on them and they will die really quick. The german sniper will never be the counter to the soviet sniper, mass grens and flanks are your best solutions.
And as for the guards-sniper strategy, when using a scout car don't lead with it. Use your infantry to focus on the guards not the sniper. Rifle-nades help too. If you can force a retreat on the guards the snipers have nothing to protect them and then your scout car has free reign. It takes more then one unit to counter more then one unitand T1 has no crowd control. Large well cordinated frontal pushes can be extremely powerful vs T1 strats.
crowd control? have you forgotten the clown car charge drop? also snipers eats shit up real quick unless if its ostruppen or something
13 May 2014, 20:52 PM
#104
Posts: 1163
I'm pretty sure the German sniper re-cloaks faster than the soviet one can fire back (provided its in cover and the soviet one has just fired). So you then force the remaining one man to retreat.. Or possibly just hold fire, which isn't a problem if you continue to hold fire.
If he does retreat, then that's time off the field and manpower. Even if u don't kill it, the idea is to neutralise its impact. Then once you have the vet ability, try to use that.
If he does retreat, then that's time off the field and manpower. Even if u don't kill it, the idea is to neutralise its impact. Then once you have the vet ability, try to use that.
16 May 2014, 01:19 AM
#105
Posts: 77
I'm pretty sure the German sniper re-cloaks faster than the soviet one can fire back (provided its in cover and the soviet one has just fired). So you then force the remaining one man to retreat.. Or possibly just hold fire, which isn't a problem if you continue to hold fire.
If he does retreat, then that's time off the field and manpower. Even if u don't kill it, the idea is to neutralise its impact. Then once you have the vet ability, try to use that.
maybe sometimes. but no i would probably say it wount clock faster most the time. also the chances of getting both sniper with incendiary round proves to be roughly lees than 1/3 of the time, as i landed few round and the respective proves so.
the best option indeed probably is as 5stratos says
"to counter snipers is not to kill them necessarily but to make it hard for them to operate. The biggest mistake you can make is to dive in after them."
and by that im guessing inf supported by a scout car so the snipers are more restricted. thus, a snipers can still force you to buy many shit and micro to fend off the threat.
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