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russian armor

Panzer II Luchs

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17 Dec 2014, 17:56 PM
#41
avatar of Kronosaur0s

Posts: 1701




For Luchs defenders, please, show me any other unit with such huge impact and ability to wipe units which should be soft-counters, like Captain.


So three nazis walk into a Greyhound's canister shell...
17 Dec 2014, 17:57 PM
#42
avatar of AchtAchter

Posts: 1604 | Subs: 3

I know it might be a really unknown strategy, but I heard that AT guns in combination with Anti Tank Grenades (cons/rifles) work wonders.
17 Dec 2014, 17:57 PM
#43
avatar of Porygon

Posts: 2779

jump backJump back to quoted post17 Dec 2014, 16:48 PMKatitof
Only 2 possibilities:

Luchs is fine, T-70 and Stuart are up.

Luchs is OP, T-70 and Stuart are fine.

This thing is incomparably more effective and survivable then either of allies lights.


Another pudding post by Katitoff garden logic,

Luchs = Very good AI, shitty AT, period
T-70 = Decent AI, light AT, map hacking machine while vetted
Stuart = Shitty AI (unlike Brit ver. in COH1), shitty AT, but ATHT role in USF, it is a support weapon on wheels, if you use it like P4, you are just using it wrong.


Luchs is fine in 1v1, period.

Anyway, I noticed OP generally a 4v4 player, if OKW getting a Luchs (suppose there is no Luftwaffe fuel drop) but Allies has no T34/Sherman, Allies players are just BAD.
17 Dec 2014, 17:58 PM
#44
avatar of Jaigen

Posts: 1130



I'm not defending anyone, I deliver the exact stats and refrain from calling anything or anyone names ;).


Very true and i applaud you for it. Forum could use more people like unlike wingzero who is flat out wrong or over exaggerates things to the point absurdity.
17 Dec 2014, 18:00 PM
#45
avatar of NinjaWJ

Posts: 2070

jump backJump back to quoted post17 Dec 2014, 17:57 PMPorygon

Allies are just BAD.


yes it is true. the axis are better in 4v4s
17 Dec 2014, 18:00 PM
#46
avatar of broodwarjc

Posts: 824

y does no one use zooks as usf. It punished okw HARD

Luchs cant do anything if u have double zooks on every other squad. same goes for puma. since luchs is mostly only good vs infantry. if ur infantry hard counter it. OKW player has wasted his fuel

Zooks also handle okw tier buildings very well.


Because instead of experimenting and trying to change their build order, people just come on COH@.rog and rage.

I do it too sometimes. But lately I have been trying other build orders and other factions (Used to just play OKW) and am having more fun and expanding my game knowledge, which as lead (IMO) to better play from myself.

Most everyone here agrees that the Luchs as a little too much HP and could use a small HP nerf. Will Relic do something about it?
That is the true problem.
17 Dec 2014, 18:04 PM
#47
avatar of Australian Magic

Posts: 4630 | Subs: 2

I know it might be a really unknown strategy, but I heard that AT guns in combination with Anti Tank Grenades (cons/rifles) work wonders.


Yea, try to use Rifle nades with minimum range, without homing and broken animation - getting wiped before nade.




So three nazis walk into a Greyhound's canister shell...


And who the hell told them to blob?
Doctrinal, munition, low hp, cooldown, almost useless while cooling down vs non-doc, no munition, no cooldown, durable.


y does no one use zooks as usf. It punished okw HARD

Luchs cant do anything if u have double zooks on every other squad. same goes for puma. since luchs is mostly only good vs infantry. if ur infantry hard counter it. OKW player has wasted his fuel

Zooks also handle okw tier buildings very well.


Double zooks on every other squad it's very, very risky and can lead to getting wiped by Obers or Falsch


17 Dec 2014, 18:09 PM
#48
avatar of Porygon

Posts: 2779



Yea, try to use Rifle nades with minimum range, without homing and broken animation - getting wiped before nade.




And who the hell told them to blob?
Doctrinal, munition, low hp, cooldown, almost useless while cooling down vs non-doc, no munition, no cooldown, durable.





Double zooks on every other squad = wiped by Obers or Falchs




No one say blobing, but since the dumb Nov patch, Relic said God forbids Men NOT HUGGING EACH OTHER near cover, since then Greyhound is gamebreakinig BULLSHIT, skill "iDeleteSquad".
17 Dec 2014, 18:14 PM
#49
avatar of Australian Magic

Posts: 4630 | Subs: 2

jump backJump back to quoted post17 Dec 2014, 18:09 PMPorygon


No one say blobing, but since the dumb Nov patch, Relic said God forbids Men NOT HUGGING EACH OTHER near cover, since then Greyhound is gamebreakinig BULLSHIT, skill "iDeleteSquad".


As I said before, I tried to use Greyhound and in 5-6 games I wiped only one squad. I see rifle nades as more punishing and deadly than Greyhound because of new cover system.
17 Dec 2014, 18:17 PM
#50
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned

Double zooks on every other squad it's very, very risky and can lead to getting wiped by Obers or Falsch


What obers? they wont have t4 up. zooks plus rifle smoke handle t4 quickly. there will most likely be a building . put a squad in a building to take the hits.

I tend to have about 8-12 zooks. RIP t4

as for falls, they melt when focused. no problem. even if spammed
17 Dec 2014, 18:18 PM
#51
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13



Yea, try to use Rifle nades with minimum range, without homing and broken animation - getting wiped before nade.



Pretty sure it homes, that was changed since the beginning of WFA where they didn't home, but could auto-pen everything if you landed a hit. The main differences between it and the con AT grenades is that that the con AT grenade can be thrown incredibly quickly go through obstacles such as hedges. The minimum range is ignored for the Rifle AT grenade is ignored once the animation begins which is pretty hard to tell. Guess you'll just have to look at the guy who's not firing bullets.

Seriously, though, the Luchs is not that big of a problem as you're making it out to be. T-70s can do similar things and can even pick off lone shrek squads like the Luchs would do to a lone infantry squad. Sure they are deadly, but like a fast T-70 it's because of its shock role when it arrives which makes it deadly. Also it's not like USF almost goes every game with Airborne to get a fast ATG to compensate for going LT tech.

Only thing that needs to change is bringing the HP up on the other light tanks.
17 Dec 2014, 18:20 PM
#52
avatar of Australian Magic

Posts: 4630 | Subs: 2



What obers? they wont have t4 up. zooks plus rifle smoke handle t4 quickly. there will most likely be a building . put a squad in a building to take the hits.

I tend to have about 8-12 zooks. RIP t4

as for falls, they melt when focused. no problem. even if spammed


Well, I prefer Sherman barrage on t4 and then use Paras demo next to t4. Safer, without spending muni for useless zooks in late game and without making Rifles only AT units.
17 Dec 2014, 18:20 PM
#53
avatar of Doomgunner

Posts: 74

y does no one use zooks as usf. It punished okw HARD

Luchs cant do anything if u have double zooks on every other squad. same goes for puma. since luchs is mostly only good vs infantry. if ur infantry hard counter it. OKW player has wasted his fuel

Zooks also handle okw tier buildings very well.


OKW sees your Zooked rifles, builds T4 in base, pumps 2 Obers and GG.

p.s Double zooked Rifles probably loses to vetted Volks at mid-long range.
17 Dec 2014, 18:23 PM
#54
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post17 Dec 2014, 17:57 PMPorygon


Another pudding post by Katitoff garden logic,

Luchs = Very good AI, shitty AT, period
T-70 = Decent AI, light AT, map hacking machine while vetted
Stuart = Shitty AI (unlike Brit ver. in COH1), shitty AT, but ATHT role in USF, it is a support weapon on wheels, if you use it like P4, you are just using it wrong.


Luchs is fine in 1v1, period.

Anyway, I noticed OP generally a 4v4 player, if OKW getting a Luchs (suppose there is no Luftwaffe fuel drop) but Allies has no T34/Sherman, Allies players are just BAD.


*creepy whisper* Survivability.

Also, you have forgot about Luchs 2200 year optic camo technology, can't forget that if you want to include T-70 reckon mode.
17 Dec 2014, 18:25 PM
#55
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned


Well, I prefer Sherman barrage on t4 and then use Paras demo next to t4. Safer, without spending muni for useless zooks in late game and without making Rifles only AT units.


paras come too late

most of my okw 1v1 opponents place an aggressive med truck. I like to punish this quickly. rifles early outperform volks and pios. also the amount of xp u get from killing the buildings is worth it. rifles will hit vet 2 fast.

I put muni on my cut off and spam the zooks.

zooks > fast puma, aggressive mech HQ, luchs, Flak HQ, aa halftrack

@DoomGunner

What vet? im not spamming zooks 20 minutes in the game. I tech zooks right after nades. I get a muni cache. try it, it works
17 Dec 2014, 18:30 PM
#56
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

Robust discussion fine:) ......But some of this stuff is wandering into the grey area.....please do not :) Site rules are in the bottom RH corner, if you need to refresh yourselves.

Back to topic
17 Dec 2014, 19:03 PM
#57
avatar of OZtheWiZARD

Posts: 1439



So it's fine that hard counter for Luchs is Sherman ot T34 but for Stuart or T70 all you need are Volks?[...]



Yes, because going Luchs is a bigger commitment for OKW player then going T70 for Soviets. OKW risks more when going for it and this alone justify its effectiveness. It more expensive as well.

Any form of AT is enough to scare Luchs away. If you weren't prepared for vehicles and got punished, then I'm all right with it.
17 Dec 2014, 19:17 PM
#58
avatar of Australian Magic

Posts: 4630 | Subs: 2



Yes, because going Luchs is a bigger commitment for OKW player then going T70 for Soviets. OKW risks more when going for it and this alone justify its effectiveness. It more expensive as well.

Any form of AT is enough to scare Luchs away. If you weren't prepared for vehicles and got punished, then I'm all right with it.


Sorry but what are you risking going for Luchs? Volks can secure you from any kind of medium armor.

Captain + At Gun should be enough to deal with light tank, don't you think? At least Volks + Raketen can deal easily with Stuart or T70.
But Luchs is different. It has 7 shots per burst. One burst will wipe your Captain. So 160 + 160 = 320 dmg. Still 80hp left. But this is just theory. In reality well microed Luchs won't get in front of AT gun. But even tho, its 160dmg and then Luchs will wipe AT gun. 2 zooks, another 160 and again Luch will wipe captain. But as I said, it's really really hard to get Luchs with AT gun and 2 Zooks and the same time and even then you wont kill it - you will loose your squads.
17 Dec 2014, 19:20 PM
#59
avatar of Burts

Posts: 1702



paras come too late

most of my okw 1v1 opponents place an aggressive med truck. I like to punish this quickly. rifles early outperform volks and pios. also the amount of xp u get from killing the buildings is worth it. rifles will hit vet 2 fast.

I put muni on my cut off and spam the zooks.

zooks > fast puma, aggressive mech HQ, luchs, Flak HQ, aa halftrack

@DoomGunner

What vet? im not spamming zooks 20 minutes in the game. I tech zooks right after nades. I get a muni cache. try it, it works



Once you start playing people that are decent at all whatsoever, it doesn't work. Grenades are a big fat waste of munitions and fuel, zooks are also a big waste of munitions and fuel.
17 Dec 2014, 19:22 PM
#60
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

An Aussie I knew once described to me "the mental Monkey grip".....so I guess you two are familiar with that phrase? Don't go monkeying, please? :)

tl:dr If you have made your point and there is no leverage, it might be best to discretely withdraw ...
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