fooking Halftrucks
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Posts: 2807 | Subs: 6
now let's talk about balance that would be good IMO
Soviet combat engineers
- renamed to Engineers
- can't upgrade with flamethrower
- got possible upgrade in HQ - Comabt engineers - affect all engineers on the field, names changed back to Combat engineers, now can be upgraded with flamethrower, cost? i think the same as T3 phase escalate in germans, why? you will see why.
- flamethrower cost increased to 70 munitions
German pioniers
- can't upgrade with flamethrower
- got possible upgrade in HQ - Sturmpioniers - affect all pioniers on the field, name changed to sturmpioniers, can be upgraded with flamethrower, cost same as T3 phase escalate
M3 Halftruck
- cost increased to 120/30
- decreases damage done by it's two MG's
- flamethrower inside HT have reduced damage by 33%
- HT is more vulnerable to small arms (not only LMG's and MG's but also gren rifles)
German HT
- cost increased to 150/35
- flammenwerfer upgrade on it cost 140 muni
- flammenwerfer now requires T3 phase escalate
- damage reduced by 33% (flammenwerfer ofc)
- HT is now vulnerable to small arms
M5 HT
- cost changed to 150/35
- flamethrowers inside HT deal 33% less damage
- HT is now vulnerable to small arms
German Scout car
- HP slightly increased
- cost changed to 120/30
- upgun cost reduced to 60 muni
FOOK THOSE HALFTRUCK ABUSE!!!
Posts: 3293
german half tracks at nades and at guns and those soldiers with ptrs.
Posts: 2807 | Subs: 6
about german Flamer - you think that you will kill fast HT with just PTRD's? you know it's insta doctrine choice, how many docs have guards? 2? and if you choose AT nades, you need 3 AT nades to completely kill it
must say that CoH2 is shit now because you get vehicles too fast and AT weapons too late, while in COH1 and entire early game was about infantry war (except bikes, jeeps and sometimes HTs, but even in COH1 you could kill HT with rifles....)
Posts: 3293
dude.... rly, you think i never used that? problem is, even when you fire first panzerfaust it takes like 70-80% of HP, damages engine, but still, this HT rapes you, you won't have a chance to set up your MG and it's half dead, so as grens, and remember that Gren rifles can't do a shiet to HT
about german Flamer - you think that you will kill fast HT with just PTRD's? you know it's insta doctrine choice, how many docs have guards? 2? and if you choose AT nades, you need 3 AT nades to completely kill it
must say that CoH2 is shit now because you get vehicles too fast and AT weapons too late, while in COH1 and entire early game was about infantry war (except bikes, jeeps and sometimes HTs, but even in COH1 you could kill HT with rifles....)
tbh i don't really want to go any further with this. this is all emotion your displaying, your not applying logic or reason to any of this simply raging about how you can't handle half tracks and flamers.
Ive had very little issues with half tracks, yes when they hit your on the back-foot. However you can usually pretty easily make them back off with Faust which you have plenty of munis for bye the time the half track hits for a couple of Faust and some at riflemen. you have in the next teir a shreks,armored cars,
German one on the other hand I've had some trouble with usually counter it with a at gun and at nades. tbh I've had more trouble with the German half-tracks than the Russian ones. despite being on the field much later.
this is 2v2, 3v3 and 4v4 as i can't seem to get into 1v1 games in automatch.
does something need to be done to bring them down a bit maybe but nerfing everything isn't gonna fix the problem just make more problems to fix.
Posts: 2807 | Subs: 6
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If you get together all the changes you suggest you make engineers/pioneers with flamethrowers come a lot later, while their role is of early responding to MGs/mass infantry units. Also this make you decrease the number of strategies since all the Russians would simply prefer going for mass conscripts - T34s instead of delaying their tanks.
Also, why would you build an Halftrack if it costs more and performs so much worse? I mean, their window of opportunity is already small (for Russians it can potentially be nothing if you are intelligent and save the first munitions for fausts, for Germans it's a bit more but it comes a bit later too ) and depends a lot from players micro and opponents capacity of responding.
I say give it more time and try to develop a strat to stop it Or at least suggest less and minor changes that would make them more effective (one of the main problems I see is the number of criticals flames do, while the base damage doesn't seem that high)
Posts: 64
The german one takes 3 AT nades to kill and takes no damage from rifle fire. Not only that but once you get close enough to throw AT nades your men are dying from the flames. Guards come a bit late. I usually just wait for a T34 to come out when dealing with the halftrack.
Theres a commander with Rifles lvl 2 and another with rifles lvl 1. Lvl 1 should be way faster than T34 in most cases. Maybe the flamer halftracks still will be earlier than your rifles if he is rushing for it but then you have to retreat and regroup for attacking together with the rifles a minute later. Shouldn't be that hard.
As for germans early I reserve 70 munitions for fausts except on extreme conscripts rush then I upgrade Grenadiers instead fopr all munitions. And as soon as I got tech 2 I build a Sdkfz 222 scout car to deal with those.
Posts: 394
Make 3 Gren Squads and 2 Mortar Squads. Hit them with Faust and finish it with mortar. Then Tech to T2 for PGrens or a Pak.
Posts: 13
For a straight-up rush unit compared with VCOH's M8, it's more rapidly lethal to infantry and especially AT and weapons teams, can survive a mine without a skirt upgrade, requires less specific tech investment, is facing weaker AT, can fire through hedges, is way cheaper compared to infantry...
Posts: 4
Posts: 34
The German flame HT feels too powerful but I think it could be balanced just by fixing retreat pathing (and pathing in general, actually) and giving it a longer cooldown so that you have more opportunities to run in, throw a nade and run away without getting completely roasted.
While not balanced now, I'm glad to see that the flame halftracks don't seem to be headed for utter uselessness like in CoH1.
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wtf is this.. isnt this from 2013
Yeah it is, why was it posted much higher on the forums didn't check the year before replied.
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