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Sov / Ostheer Vet 1 Infantry

29 Jul 2014, 13:02 PM
#21
avatar of Cannonade

Posts: 752

Trip wire is good but its sad every nonsupport squad gets it. Guards and shocks could use some more fancy stuff


I definately agree that V1 abilities should be diverse and specific to the unit.
It such a lacking element for flavor and meta, when V2-3 give "ok" stat bonuses.

Are you nullist????

I am NOT Nullist! Though I do know who he was and read his posts, like probably everyone else here :D
29 Jul 2014, 17:34 PM
#22
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Everytime someone mentions he who must not be named, brings us closer to his second coming.



I expect that at some point they are going to do a revamp of the vet abilities of vcoh2 factions.
29 Jul 2014, 18:20 PM
#23
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9


Give shocks the fire superiorty back and give Guards hit the dirt, both ability at vet 2. Currently, tripwire flare is pretty lackluster because the vision don't really benefit Soviet army much when most of their stuff works best at close range and the long range unit can spot for themselves (SU-85, ISU).


Yes...but..against a reasonable player, assuming the ELO is doing its job in matching you correctly, your opponent will notice the trip mines going down and blowing up a model(s), damaging health. Therefore, (s)he will be a little more circumspect and slow down,or divert into minesweepers
29 Jul 2014, 18:41 PM
#24
avatar of J1N6666

Posts: 306

Everytime someone mentions he who must not be named, brings us closer to his second coming.



I expect that at some point they are going to do a revamp of the vet abilities of vcoh2 factions.


A revamp of their Vet abilities would be great, and probably one of the few things needed to update the old factions.
29 Jul 2014, 18:51 PM
#25
avatar of Aerohank

Posts: 2693 | Subs: 1

Currently, tripwire flare is pretty lackluster because the vision don't really benefit Soviet army much when most of their stuff works best at close range and the long range unit can spot for themselves (SU-85, ISU).


You underestimate the power of vision. Extra vision is so much more than just letting your maxims fire 5 range further. Flare trip mines can tell you what is coming your way and from what direction. It allows you to turn your maxims and AT-guns in the right direction so they can fire the moment something is in range. Having early vision prevents you from getting caught off guard by a flanking attack. It allows you to get your units into optimal cover before the battle starts.

The best part is that it can be placed by all your non-support infantry, which means you don't have to rely on a single combat engineer squad to run around and place them everywhere. Within a few seconds of a territorial victory, you can have every flank covered with some trip mines to prepare yourself for the counter attack.
29 Jul 2014, 22:22 PM
#26
avatar of Dullahan

Posts: 1384

jump backJump back to quoted post29 Jul 2014, 06:32 AMJ1N6666


Wait is that true? If so, I kind of want to know what they had for curiosity's sake. And why were they removed in the 1st place?


They used to have shitty mark target abilities that just made squad wipes too easy.
30 Jul 2014, 04:07 AM
#27
avatar of austerlitz

Posts: 1705

Agreed on this,vet 1 abilities are lacklustre.Instead of medpack i like the old vcoh slow heal at vet 1.
Btw who is this nullist?Why is he infamous?
30 Jul 2014, 04:47 AM
#28
avatar of J1N6666

Posts: 306



They used to have shitty mark target abilities that just made squad wipes too easy.


Ahhh that's right. Rifle grenades were absolute balls before the march deployment.

But wouldn't those abilities still be constricted by the German's lack of munitions?
30 Jul 2014, 08:23 AM
#29
avatar of Cabreza

Posts: 656

One way to make the abilities more useful would be to increase the munitions cost of the abilities in conjunction with an increase in their potency. This way the abilities won't be so micro intensive and would actually feel useful enough to encourage use with some regularity. Just some ideas:

Trip Wire Flares: Increase the aoe radius or adjust the aoe profile so that when it goes off it will not only kill a member of the squad it hit but also take a decent amount of health from the remaining members. This way it not only would alert you to the presence of a squad but also significantly weaken that squad for a counterattack.

Med Kits: Make the ability an aoe heal over time similar to the US medic truck or allow the squad using it to function identically to medics for a short duration. If this is too powerful then just copy vCoH and have the ability heal the squad using it.

In addition, some infantry could be diversified or given additional roles by giving them different vet1 abilities. For example:

Shocktroopers: Instead of trip wire flares give them a sachel charge. They are meant to assault positions and historically were combat engineers so a sachel would make sense. It would also help shocks deal with emplacements and buildings more effectively. Might be too OP to give a unit smoke grenades, regular grenades, and a sachel charge though. MG crews wouldn't like it.

PGrens: Instead of medic kits give them a smoke grenade. This would allow players to use them as an assault unit once they hit vet1. Since German smoke grenades were nearly identical to stick grenades relic wouldn't even have to create a new grenade model.
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