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New Soviet Commander: Tank Hunter Tactics

22 Aug 2014, 11:03 AM
#41
avatar of Abdul

Posts: 896

And here is the video of that replay showing some of the abilities in use including the RPG 40 at grenade, ptrs upgrade, and anti tank bombing run:



First part cons take on a ht with normal grenade followed by rpg 40 grenades.

Second part cons take on ac 221 with normal at grenade followed by rpg 40 grenade which miss completely.

Third part 2 con squads take on 2 ht and 1 stug with their at grenades and ptrs rifles.

Fourth part anti tank bombing run stuns tiger and takes away half its health.
22 Aug 2014, 11:21 AM
#42
avatar of Burts

Posts: 1702

jump backJump back to quoted post22 Aug 2014, 11:03 AMAbdul
And here is the video of that replay showing some of the abilities in use including the RPG 40 at grenade, ptrs upgrade, and anti tank bombing run:



First part cons take on a ht with normal grenade followed by rpg 40 grenades.

Second part cons take on ac 221 with normal at grenade followed by rpg 40 grenade which miss completely.

Third part 2 con squads take on 2 ht and 1 stug with their at grenades and ptrs rifles.

Fourth part anti tank bombing run stuns tiger and takes away half its health.



Definately looks like a decent commander. Altho the at nades aren't homing, you can still damage stuff with them, just throw the normal at nade FIRST. Altho probaly the fact that they aren't homing is probaly a bug.
22 Aug 2014, 11:41 AM
#43
avatar of Abdul

Posts: 896

jump backJump back to quoted post22 Aug 2014, 11:21 AMBurts



Definately looks like a decent commander. Altho the at nades aren't homing, you can still damage stuff with them, just throw the normal at nade FIRST. Altho probaly the fact that they aren't homing is probaly a bug.


Is your friend available now? Maybe we can do one more test to see the value of the mines and the salvage kit.
22 Aug 2014, 11:45 AM
#44
avatar of Burts

Posts: 1702

jump backJump back to quoted post22 Aug 2014, 11:41 AMAbdul


Is your friend available now? Maybe we can do one more test to see the value of the mines and the salvage kit.



He isin't my friend sadly, i just found his thread on the forums.
22 Aug 2014, 11:52 AM
#45
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

looks fun. this commander was the only commander i was going to buy once wfa commanders came out in stores but oh well. i still don't get why new sov and ost commanders aren't available in stores.

that little AT air run looks like it can kill inf pretty good too. feels like fragmentation run that ost have.
22 Aug 2014, 11:56 AM
#46
avatar of broodwarjc

Posts: 824

jump backJump back to quoted post22 Aug 2014, 11:21 AMBurts



Definately looks like a decent commander. Altho the at nades aren't homing, you can still damage stuff with them, just throw the normal at nade FIRST. Altho probaly the fact that they aren't homing is probaly a bug.


Uh, no, not a bug, 5 homing AT nades for 30 muni would be broken. They are just like the Infiltration nades of OKW, a lot of nades but random spread pattern.

This commander is interesting for the fact that it makes Cons significantly more useful late game. This is the kind of commander that is a great design and compliments rather than defines a game, which is what most people want commanders to do. No, it doesn't have elite infantry or a Super-heavy tank, but it adds a lot of AT versatility to Cons and make them like Volks late game. Crappy damage-dealing early game, but a lot of models, into late game AT that can stand there and throw nades for a few seconds before retreating due to squad size. I really like this commander and applaud Relic for designing such a balanced and interesting commander.
22 Aug 2014, 12:14 PM
#47
avatar of drChengele
Patrion 14

Posts: 640 | Subs: 1

This commander only sucks in comparison to some other Soviet commanders. Still won't be seen in competitive play.

The PTRS on Cons should also be a good way to farm veterancy.
22 Aug 2014, 12:31 PM
#48
avatar of Cardboard Tank

Posts: 978

Based on the video as I have never ever seen the commander ingame, it looks decent.

But I can see that this commander has nothing over the good old double T-34/85 left click, right click commander with marked vehicle. That´s probably why it´s so unattractive.
22 Aug 2014, 13:47 PM
#49
avatar of Australian Magic

Posts: 4630 | Subs: 2

Why would you put PTRS on Cons when you can have Guards? Why would you plant light mine if you can plant normal mine.
Why would you use AT bombing run when you can have FAB-50+ISU or T34/85??
Useless in my opinion.
22 Aug 2014, 13:58 PM
#50
avatar of Burts

Posts: 1702

Why would you put PTRS on Cons when you can have Guards? Why would you plant light mine if you can plant normal mine.
Why would you use AT bombing run when you can have FAB-50+ISU or T34/85??
Useless in my opinion.



PTRS on cons is more efficent because of cheaper reinforce cost, and spamming gaurds is not a very good idea.

AT bombing run is cheaper, and is ALOT harder to dodge than fab-50.

Light mine is not triggered by infantry.
22 Aug 2014, 14:11 PM
#51
avatar of MoerserKarL
Donator 22

Posts: 1108

thx for the video Abdul! Looks pretty cool :) How much ammo cost the bombing run?
22 Aug 2014, 14:11 PM
#52
avatar of Australian Magic

Posts: 4630 | Subs: 2

jump backJump back to quoted post22 Aug 2014, 13:58 PMBurts



PTRS on cons is more efficent because of cheaper reinforce cost, and spamming gaurds is not a very good idea.

AT bombing run is cheaper, and is ALOT harder to dodge than fab-50.

Light mine is not triggered by infantry.


Guards can take you through the whole game as core inf. DP-28 may be not best option but still a way better than cons with PTRS.
They can also stun vehicles (that's the part where FAB-50 goes in). Many times I destroyed KT with 1/3-1/4HP by blinding it and sending FAB-50.

jump backJump back to quoted post22 Aug 2014, 13:58 PMBurts
Light mine is not triggered by infantry.

For me it is disadvantage. Some extra squad wiped out is always welcome, especially that I have a lot of ammo as soviets and I can plant how many I want.
22 Aug 2014, 14:18 PM
#53
avatar of Abdul

Posts: 896

thx for the video Abdul! Looks pretty cool :) How much ammo cost the bombing run?


You are very welcome, the bombing run costs 150 ammo.


To answer the comparison between guards and cons, I would take cons with ptrs any day over guards because they are cheaper to reinforce and can throw 2 at grenades and molotiv, orah, merge, and plant at mines.
22 Aug 2014, 14:36 PM
#54
avatar of Steiner500

Posts: 183

jump backJump back to quoted post22 Aug 2014, 11:03 AMAbdul
And here is the video of that replay showing some of the abilities in use including the RPG 40 at grenade, ptrs upgrade, and anti tank bombing run:



First part cons take on a ht with normal grenade followed by rpg 40 grenades.

Second part cons take on ac 221 with normal at grenade followed by rpg 40 grenade which miss completely.

Third part 2 con squads take on 2 ht and 1 stug with their at grenades and ptrs rifles.

Fourth part anti tank bombing run stuns tiger and takes away half its health.

If Relic will nerf this (Imagine, ITS a Tank hunting Doctrine, of course it's "strong") then i will stop playing Allies/Soviets.
22 Aug 2014, 17:18 PM
#55
avatar of MadeMan

Posts: 304

This looks interesting, and potentially quite dangerous. With the abilities that Cons get, they can snare AND damage armour with their Grenades and PTRS. Again, the PTRS isn't reliable vs larger armour, but it seems potentially interesting.

Seems like a commander that might not be one of the 'big ones' that get's used all the time, but might attract some good specialist players and strats.
22 Aug 2014, 17:30 PM
#56
avatar of Katitof

Posts: 17914 | Subs: 8

One question-what does CE salvage kit actually do? For a 100 muni upgrade it better provide something more then 5fu per wreck.
22 Aug 2014, 19:37 PM
#57
avatar of Abdul

Posts: 896

jump backJump back to quoted post22 Aug 2014, 17:30 PMKatitof
One question-what does CE salvage kit actually do? For a 100 muni upgrade it better provide something more then 5fu per wreck.


That's why I am looking for someone with this commander so I can check this ability plus the anti tank mines. Both were not used in that replay I made the video from.
22 Aug 2014, 22:59 PM
#58
avatar of The Soldier

Posts: 218

@Katitof & Abdul

Tested it with the CheatCommands mod. It's very similar to the CoH1 Pioneer's Salvage ability, where it gives resources over time and destroys the carcass of the vehicle over time.

It's pretty good considering it gives about 10-15 fuel (as well as something else, I'll go into that later) total per wreck, and unlike the OKW Salvage ability, it actually scales the resources given as you get bigger vehicles.

It also gives some really, REALLY out of the ordinary - Manpower. And it gives a pretty healthy amount of Manpower as well, maybe 50 total for a small wreck and up to 75 total for a heavy wreck.
23 Aug 2014, 05:28 AM
#59
avatar of Abdul

Posts: 896

Thanks, that seems like a pretty good ability.
15 Sep 2014, 14:46 PM
#60
avatar of Abdul

Posts: 896

Small update, I finally got the chance to test the salvage ability. It gives good ammo income for light vehicles and good man power and fuel income for tanks. In the case of JT the engineers were able salvage the wreckage twice before it was destroyed. I made a video of the ability for 4 different vehicles. The first one is slowed down to 1/4 speed the rest are all 1/2 speed to help count the income.



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