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Soviet FHQ should be build only on OWNED territories

13 Aug 2014, 13:49 PM
#1
avatar of atouba

Posts: 482

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.
13 Aug 2014, 14:16 PM
#2
avatar of ChucK_Norris

Posts: 12

Why can it be destroyed by one Stuka-zu-Fuß attack ? It became utterly useless since OKW was introduced...
13 Aug 2014, 14:19 PM
#3
avatar of Katitof

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.
14 Aug 2014, 17:11 PM
#4
avatar of Bulgakov

Posts: 987

FHT and Stuka both appear much later. FHQ is an early-game advantage and a strong one. No reason to expect it to last all game.
14 Aug 2014, 17:18 PM
#5
avatar of Napalm

Posts: 1595 | Subs: 2

Stuka comes in at 11-15 minute mark.
14 Aug 2014, 17:32 PM
#6
avatar of Thunderhun

Posts: 1617

jump backJump back to quoted post14 Aug 2014, 17:18 PMNapalm
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.
14 Aug 2014, 17:52 PM
#7
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post14 Aug 2014, 17:18 PMNapalm
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.
14 Aug 2014, 18:09 PM
#8
avatar of Bulgakov

Posts: 987

jump backJump back to quoted post14 Aug 2014, 17:52 PMKatitof

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.
14 Aug 2014, 18:13 PM
#9
avatar of Napalm

Posts: 1595 | Subs: 2

You don't get the FHQ early anymore m8. It needs fuel and a chunk of MP now. You are lucky to get it at the 3 minute mark.
14 Aug 2014, 18:31 PM
#10
avatar of MadeMan

Posts: 304

I've never found the FHQ to be particularly useful to be honest. You can't repair it, so once the opponent sees it it's going to be mortar barraged all day and all night.
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?
14 Aug 2014, 18:36 PM
#11
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

owned territory only seems reasonable to me. I was rather surprised that wasn't the case when I first encountered the ability.
14 Aug 2014, 18:50 PM
#12
avatar of Steiner500

Posts: 183

jump backJump back to quoted post13 Aug 2014, 13:49 PMatouba
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.
14 Aug 2014, 20:20 PM
#13
avatar of Greeb

Posts: 971

It would agree that FHQ should only be placed in owned territories, but due how easy is to destroy a building in CoH2 I think that by the cost of the FHQ it must be placed anywhere in the map.

Flames, mortar, stuka, pzwerfer, any tank, etc... there's a lot of things that easily destroy a building.
14 Aug 2014, 20:36 PM
#14
avatar of AchtAchter

Posts: 1604 | Subs: 3

I use a stuka rush as a valid strategy, you can press out one at the 8 minute mark, rendering the soviet fhq useless and expensive. Moreover there are only a few maps where it comes handy.

And any wehr player who can use a brain would just produce 1-2 mortars and destroy the fhq.

Not OP, needs no nerf.
14 Aug 2014, 20:51 PM
#15
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

You better win on the first minutes with FHQ or you are gonna have a bad time.

PD: this is a real CHEESE strat.
14 Aug 2014, 20:54 PM
#16
avatar of Imagelessbean

Posts: 1585 | Subs: 1

This topic was discussed before and we never heard anything from Relic.

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.
15 Aug 2014, 00:22 AM
#17
avatar of Greeb

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.
15 Aug 2014, 01:16 AM
#18
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

<secret Russian legislature circa 1944)

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.
15 Aug 2014, 01:36 AM
#19
avatar of Arclyte

Posts: 692

jump backJump back to quoted post15 Aug 2014, 00:22 AMGreeb


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.
15 Aug 2014, 01:47 AM
#20
avatar of atouba

Posts: 482

jump backJump back to quoted post15 Aug 2014, 00:22 AMGreeb


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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