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russian armor

why no sniper in us army ?

5 Oct 2014, 14:01 PM
#41
avatar of flyingtiger

Posts: 142

Penals can't do anything to armor and unlike Gren's MG42 upgrade, their flamethrowers blow up easily in the middle of the fight then lost forever. You have to spend another 60 muni if you want to have it again.
5 Oct 2014, 14:02 PM
#42
avatar of Burts

Posts: 1702

Penals can't do anything to armor and unlike Gren's MG42 upgrade, their flamethrowers blow up easily in the middle of the fight then lost forever. You have to spend another 60 muni if you want to have it again.




Penal flamethrowers never explode. It's a saving grace they have that makes them somewhat useful in certain situations.
5 Oct 2014, 14:34 PM
#43
avatar of flyingtiger

Posts: 142

jump backJump back to quoted post5 Oct 2014, 14:02 PMBurts




Penal flamethrowers never explode. It's a saving grace they have that makes them somewhat useful in certain situations.

You sure about that?

Then why it happens to combat engineer's flamethrower? Is it a bug or was intended?
5 Oct 2014, 18:28 PM
#44
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned

You sure about that?

Then why it happens to combat engineer's flamethrower? Is it a bug or was intended?


Combat engineers are not penals :facepalm:
5 Oct 2014, 23:08 PM
#45
avatar of Kallipolan

Posts: 196


You sure about that?

Then why it happens to combat engineer's flamethrower? Is it a bug or was intended?


Basically, the Penal's flamethrower is 'special' in that it has the explosion crit disabled, unlike all other flamethrowers. Presumably this is intended, since this has been the case for a long time and would likely have been fixed if it was a bug.
5 Oct 2014, 23:35 PM
#46
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

Presumably this is intended, since this has been the case for a long time and would likely have been fixed if it was a bug.


:lolol:
6 Oct 2014, 00:23 AM
#47
avatar of Existant
Donator 22

Posts: 284

jump backJump back to quoted post30 Sep 2014, 20:10 PMVaz
US never made snipers in the war, otherwise they would be in the game.

have u ever seen saving private ryan? Man that american sniper was one good shot.
nee
6 Oct 2014, 05:32 AM
#48
avatar of nee

Posts: 1216

I can only imagine the scheme follows that of the Brits' infantry section with the recon package. A commander that allows that is far more useful and versatile than a 400mp sniper model that can get instakilled by a mortar.
6 Oct 2014, 12:07 PM
#49
avatar of flyingtiger

Posts: 142



Basically, the Penal's flamethrower is 'special' in that it has the explosion crit disabled, unlike all other flamethrowers. Presumably this is intended, since this has been the case for a long time and would likely have been fixed if it was a bug.

Never thought about that, thank you for the correction. I'll have to try using penals again :p.
6 Oct 2014, 18:56 PM
#50
avatar of afrrs

Posts: 3787

playing with usf is more of challenge than the others armies , i think . it should be more commanders available for them though . because the guy that wants an extra damage at the early stages of the game is a litlle bit screwed not to mention bulletins ( guys who hv little usf bulletins , because he just bought usf )
6 Oct 2014, 23:43 PM
#51
avatar of Jackiebrown

Posts: 657

Add in a sniper in a future commander could be done, this would give people the choice of having snipers when playing US.
7 Oct 2014, 00:56 AM
#52
avatar of ASneakyFox

Posts: 365

as soon as tanks come in, penals have pretty much no use. You can try and use a satchel with a button.. though besides the difficulty of getting in an ideal situation like that.. button no longer immobilizes tanks so the satchel will miss.
13 Oct 2014, 13:15 PM
#53
avatar of flyingtiger

Posts: 142

Hey everyone after trying penals for a while i can see why people think it's good. It's the only non-doc Soviet infantry unit that is able to compete with Axis elite to some extent. But the lack of grenade and especially anti-tank weapon make you unable to spam them as main line infantry so using penals in conjunction with other units such as cons, guards etc is the best way to make it shine. Maybe that's the reason penals are not very popular.

Back to the topic, to say the truth i really do miss the thrilling feel of snipers war in vCOH (when one has at most 2 snipers, no spam). Hope Relic will do something to make it back :D.
6 Dec 2014, 03:43 AM
#54
avatar of ferwiner
Donator 11

Posts: 2885

as soon as tanks come in, penals have pretty much no use. You can try and use a satchel with a button.. though besides the difficulty of getting in an ideal situation like that.. button no longer immobilizes tanks so the satchel will miss.


It's like saying that obers are UP because they cannot harm tanks...
6 Dec 2014, 04:30 AM
#55
avatar of Jazzhead

Posts: 41

pathfinders dont have a chance to crit. they execute soldiers with less than 40 hp. Most useless concept of sniping ever as a soldier with 40 hp was about to just be killed by any old small arms fire.

i wish pathfinders atleast had an aimed shot ability like the brits had in coh1.


You do realize that units only have 80 hp per man, right? A model being half health is not just 1 bullet away from dying. It's an extremely powerful passive they have.

Figure 1:https://www.youtube.com/watch?v=7x0m0VE0MmE
6 Dec 2014, 07:38 AM
#56
avatar of RMMLz

Posts: 1802 | Subs: 1

jump backJump back to quoted post30 Sep 2014, 18:48 PMKatitof

There actually is a thread on official forums about it since some axis players decided its boring to sit 20 mins waiting for que.

If you ask me, they can either change faction or cry like babies all they want.
Back to topic, Asymmetrical balance maybe? and if you ask me they don't really need it when the blobbing is fixed. and even if it's not fixed a sniper or two can't do much against a blob of 3 volks and 2 ubers.
6 Dec 2014, 08:01 AM
#57
avatar of Rupert

Posts: 186

jump backJump back to quoted post1 Oct 2014, 21:08 PMAvNY



And yet, COH1 generally plays more like a WWII simulator, with lots of infantry combat, combined arms, flanking, less cheese and not every game devolves into swarms of supertanks rolling over everything. (Yeah, that sometimes happened with vet3 Wehr armor, but it wasn't a given and it didn't show up at the 20 minute mark).

If that wasn't the case, why are so many complaining about the gameplay in COH2?


Because obviously people whined about how strong mgs were and nerfed it to the ground. Combined arms only happen if the "combining elements" can do their job. Right now not so much. So there.
6 Dec 2014, 08:04 AM
#58
avatar of Rupert

Posts: 186



Penals aren't broke, they're just under used.




So Axis troops are just better at distance than their USF counterparts now too ... I thought the whole point of USF (and Soviets to some exctent for that matter) was the dominance early game and flexible infantry, which is supposed to be superior to the Axis infantry at distance at the very least (as we all know Axis infantry is far superior close range generally anyway).

So now the Axis (or at least OKW) are supposed to be greater at long range too? So where exactly are any of the Allied factions supposed to excel? Late game (lol)? For me all you have done is underlined WHY USF could do with an effective sniper/marksman/distance infantry unit to at least counter the superior axis infantry at all distances.



Currently G43 are bugged and do less damage at long range, making JLI pretty much useless atm.
8 Dec 2014, 08:12 AM
#59
avatar of Shang

Posts: 31

Because no snipers in Battle of Middle Earth.
8 Dec 2014, 08:29 AM
#60
avatar of spam.r33k

Posts: 503

jump backJump back to quoted post6 Dec 2014, 08:04 AMRupert



Currently G43 are bugged and do less damage at long range, making JLI pretty much useless atm.



Update September 9th, 2014

Jaeger Light Infantry

[...]

Squad no longer fully equipped with the G43 rifle; base rifle switched to KAR 98

Squad now equipped with one G43 sniper rifle; instantly kill entities at or below 75% health on hit

[...]
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