Soviet FHQ should be build only on OWNED territories
Posts: 482
Why it can be build on an enemy owned territory while the bunkers,trenches and OKW trucks only can be deployed on owed territories which must be connected?
I'm not talking about if the FHQ is OP. It's fine for its cost, but it should be build only on connected territory which have been captured. Deploying a FHQ in the German area gives the Allies a big advantage in early game,because the battlefield will be set to area which is so close to Axis. Axis have to fight with less territories. Especially in some narrow maps which have mass strong buildings.
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Posts: 17914 | Subs: 8
Why can it be destroyed by one Stuka-zu-Fuß attack ? It became utterly useless since OKW was introduced...
A single FHT flame barrage will also torch it down if placed well.
If placed badly, two will do the job.
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Stuka comes in at 11-15 minute mark.
You can rush it safely, as you won't have to worry about enemy vehicles. So it can come earlier.
Posts: 17914 | Subs: 8
Stuka comes in at 11-15 minute mark.
Stuka can come in easily at 8 minute. OKW doesn't have problems with infantry AT and cheap mines to pretect it effortlessly.
Posts: 987
Stuka can come in easily at 8 minute. OKW doesn't have problems with infantry AT and cheap mines to pretect it effortlessly.
So that's 8 minutes of strong advantage. Very good for an opening-game ability.
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Posts: 304
You can't retreat to it, so your going to be babysitting it an awful lot, and you can't repair it either, which means that it's relatively easy to wipe out.
I can see that the bonuses it gives are pretty good, but it's really at the expense of either Molotovs/AT Grenades or teching up, which means your options for building are quite limited and delayed.
Maybe it's better in team games than 1v1 though?
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Posts: 183
FHQ should be build only on OWNED territories.
Why it can be build on an enemy owned territory while the bunkers,trenches and OKW trucks only can be deployed on owed territories which must be connected?
I'm not talking about if the FHQ is OP. It's fine for its cost, but it should be build only on connected territory which have been captured. Deploying a FHQ in the German area gives the Allies a big advantage in early game,because the battlefield will be set to area which is so close to Axis. Axis have to fight with less territories. Especially in some narrow maps which have mass strong buildings.
NO
Let the Ally please his possibilitys.
Learn 2 play. U want to nerf him to the ground u are not a ally player. I play both sides. It will not be nerfed.
Posts: 971
Flames, mortar, stuka, pzwerfer, any tank, etc... there's a lot of things that easily destroy a building.
Posts: 1604 | Subs: 3
And any wehr player who can use a brain would just produce 1-2 mortars and destroy the fhq.
Not OP, needs no nerf.
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PD: this is a real CHEESE strat.
Posts: 1585 | Subs: 1
FHQ should only be buildable in allied territory and should have a set up time (does not have to be long).
Requiring Wehr to rely on mortars is impossible since in team games (where this commander is best) if another player is Soviet they can build a mortar which will hard counter the Wehr mortar simply by being near the FHQ (reinforce, damage, health, received damage buffs will all apply to that mortar). This also requires at least one Wehr player to go Mortar HT, again not a great thing to force commander selection.
With OKW I tend to agree, Stuka makes this commander very risky.
I think in total this reflects the difficulty to balancing 50 commanders at once in four factions.
Posts: 971
Requiring Wehr to rely on mortars is impossible since in team games (where this commander is best) if another player is Soviet they can build a mortar which will hard counter the Wehr mortar simply by being near the FHQ (reinforce, damage, health, received damage buffs will all apply to that mortar). This also requires at least one Wehr player to go Mortar HT, again not a great thing to force commander selection.
Even with a enemy mortar in the FHQ, axis mortars shot fast enough to destroy the building quickly.
As it has been said before, two mortars are enough to destroy a FHQ.
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ANY Peasant building can be converted for the motherlands use at ANY time without warning..per Order 0P1B2R2O2K3N of the NKVD.
This is working as intended.
Posts: 692
Even with a enemy mortar in the FHQ, axis mortars shot fast enough to destroy the building quickly.
As it has been said before, two mortars are enough to destroy a FHQ.
Mortars don't really counter FHQ at all. It takes forever.
Mortar Halftracks with napalm though have a chance to set it on fire with one shot, and burn it down. Wehr's only option to destroy FHQs are fire abilities: flamer pios, flamer HT and flamestrike mortars. They are pretty effective if you can get to the building.
Posts: 482
Even with a enemy mortar in the FHQ, axis mortars shot fast enough to destroy the building quickly.
As it has been said before, two mortars are enough to destroy a FHQ.
No,it cant be easy...As you know, in some maps, there're lots of stronger buildings, a good player wont select a weak building to use this ability. Even your motars barrage all days and all nights, it still takes too much time to destroy it. And as Imagelessbean said, allies teammates can use motars to hard-counter Axis's motars with great accuracy and reinforcements.
But considering this can be usefull only in early 8-10 mins cuz Stuka will come out soon hard countering FHQ. So it's fine,not OP, and it is a good balanced ability except the advantage which give FHQ special right to build on enemy's territory. In larger team games, this is a big advantage in early 10 mins. For example, 1 player just rushes conscripts to the enemy's area, and selects a strong building to set up the FHQ with 60 fuel which will be easy to get without T1 or T2 buildings. The others just build motars, ATs, MGs,and RM blobs, standing by the FHQ, very near the Axis base, taking more territories and VPs safely.If the Axis players cant well reply, the game will be over at 10 mins. Because no resources no wins.T34s will rush very early.
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