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russian armor

Close the Pocket

10 Sep 2014, 02:33 AM
#41
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
Dear god!, Best arty ive ever seen. Gonna try it out
10 Sep 2014, 02:42 AM
#42
avatar of butterfingers158

Posts: 239

maybe defend your cutoff you know the basics of COH?


The same commander has a Stuka bomb that decaps a point...
10 Sep 2014, 02:58 AM
#43
avatar of sea peasant

Posts: 36



The same commander has a Stuka bomb that decaps a point...


So drive a vet 1 soviet tank on the point in capture mode, or drive any USF vehicle and hop out on it.
10 Sep 2014, 03:04 AM
#44
avatar of tengen

Posts: 432

Just put Shocks in a M3 guys. Why is this so hard to understand? L2P :/
10 Sep 2014, 03:07 AM
#45
avatar of braciszek

Posts: 2053



So drive a vet 1 soviet tank on the point in capture mode, or drive any USF vehicle and hop out on it.


On "Close the Pocket", there is a big difference in actually getting a unit to decap a point as opposed to being able to neutralize a point on the far side of the map without needing sight on it for 80 munitions. But thats only somewhat annoying and doesnt really do damage.

I kind of already forgot the names of which is the neutralize point, and which is the "wipe map" button, but i think there should be at least a max number of sectors that can be artied' to death.
10 Sep 2014, 03:47 AM
#46
avatar of 89456132

Posts: 211

The Stuka bomber in this commander does no or hardly any damage. A Katyusha was on the point I decapped with it, just slightly out of the centre (still in the circle) and it took no damage.
10 Sep 2014, 03:53 AM
#47
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2

Just build a cache on a cut off to protect it.


Lol seriously? That's just about as bad as the shocks in an m3 comment.
10 Sep 2014, 03:56 AM
#48
avatar of van Voort
Honorary Member Badge

Posts: 3552 | Subs: 2

Random 4v4 is about to become painful
10 Sep 2014, 04:26 AM
#49
avatar of Strummingbird
Honorary Member Badge

Posts: 952 | Subs: 1



Lol seriously? That's just about as bad as the shocks in an m3 comment.


If the cache prevents the disconnecting stuka strike, it might be somewhat reasonable... doesn't stop recon + normal stuka on the cache + stuka disconnect, then activating the nuclear bombardment, but it's better than one player being able to totally destroy an entire team of four singlehandedly.
10 Sep 2014, 04:29 AM
#50
avatar of CelticsREP

Posts: 151

I just used this on kholodny ferma, used stuka to decap the west side cutoff, then used the ability. It didnt even fire a single shell?
10 Sep 2014, 04:32 AM
#51
avatar of The_Courier

Posts: 665



If the cache prevents the disconnecting stuka strike, it might be somewhat reasonable... doesn't stop recon + normal stuka on the cache + stuka disconnect, then activating the nuclear bombardment, but it's better than one player being able to totally destroy an entire team of four singlehandedly.


Alternatively, don't design stupid crap like that.

I really don't want building caches becoming mandatory to avoiding artillery all over the friggin map in team games. That's just asking for abusive bullshit to happen.
10 Sep 2014, 05:05 AM
#52
avatar of tengen

Posts: 432



If the cache prevents the disconnecting stuka strike, it might be somewhat reasonable... doesn't stop recon + normal stuka on the cache + stuka disconnect, then activating the nuclear bombardment, but it's better than one player being able to totally destroy an entire team of four singlehandedly.


I have tested this, the stuka strike does NOT destroy the cache. It only brings it down to ~30% health, and requires additional firepower to destroy it.
10 Sep 2014, 05:49 AM
#53
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2



If the cache prevents the disconnecting stuka strike, it might be somewhat reasonable... doesn't stop recon + normal stuka on the cache + stuka disconnect, then activating the nuclear bombardment, but it's better than one player being able to totally destroy an entire team of four singlehandedly.


Justifying a ridiculous ability by stating that under all circumstances you should have your cutoff protected is just silly. The entire doctrine is based around decapping/denying territory, and we're not talking about the soviets here. The Ostheer can stand alone regardless of doctrine choice, so it's not like this is a cheese strat that relies solely on executing these cutoffs for success. For 200 munis this ability will auto target all enemy units in cutoff territories regardless of LOS? Am I correct on that? If that's the case then this arty outperforms every single arty in the game, no questions asked.
10 Sep 2014, 06:48 AM
#54
avatar of AchtAchter

Posts: 1604 | Subs: 3

At all that posters here:

What stops you from building a cache, why don't you see that as a viable solution?
10 Sep 2014, 07:09 AM
#55
avatar of BrickTop

Posts: 88

seriously i didnt understand what does cache do to arty? :/
10 Sep 2014, 07:14 AM
#56
avatar of Flamee

Posts: 710

At all that posters here:

What stops you from building a cache, why don't you see that as a viable solution?


I think the point here is that there shouldn't be these "win" buttons in the game too much.

If game is really intensive and that cache is forgotten (or destroyed a moment before launching arty), it may be devastating. Only that one mistake could cause most of your army's loss.

Also the effectiveness for the cost (compared to other arty's) is really good.

-EDIT- I haven't played yet this patch so I can't tell any own experiences yet.
10 Sep 2014, 07:15 AM
#57
avatar of GustavGans

Posts: 747

Does anyone know how long the barrage lasts? does it stop once you reconnect the territory?
10 Sep 2014, 07:24 AM
#58
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

it says something like "Close the Pocket Active \r Reconnect Territory" so i presume it goes on until the pocket is ripped.
10 Sep 2014, 07:24 AM
#59
avatar of Corp.Shephard

Posts: 359

If you watch the video there's strong evidence that there was a cache on the point.

The player killed it with a Panther and then stuka'd the point. If he didn't have munitions then he could have used Stormtroopers with infiltration to decap it. If he didn't have munitions or manpower then he could have used Breakthrough and de-captured the point with a Panther for 40 fuel almost instantly.

Encirclement can use every single type of resource to support this game winning artillery.

There's no justifiable excuse for an artillery strike being quite this powerful in my opinion.

This attack literally kills everything on the map. Like. Literally. The video proves it. That's insane!

Imagine two close-air support players playing along side two Encirclement Doctrine players. Close air support can convert fuel into munitions. One player uses a scout plane over the cutoffs. Close Air Support player uses Stuka Bombing Run.

I'm willing to bet a Stuka Bombing Run could destroy the cache -and- decap the point with a single strike.

Then the encirclement artillery starts and it's game over.

It just seems so insane. It's so powerful it kills all of the infantry and all of the tanks in every sector?

This artillery barrage automatically attacks front-line sectors even if there is no cutoff. Even in a worst case scenario you are still getting value out of the strike. That's madness. I hear that the strength of the "frontline" bombardment is weaker but that still means this bombardment has a skill floor. If your cutoff fails you still get something out of it. If it succeeds you win the game.

A flimsy cache is not a reasonable defense against a game-winning play.
10 Sep 2014, 07:47 AM
#60
avatar of Mr. Someguy

Posts: 4928

Maybe instead of homing in, it should just fire randomly into the fog, and only home in on units visible?
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