lol, Public enemy achieved
you seem to enjoy being a super cool troll while a true balance specialist at the same time.
hope you enjoy missing the half of the game!
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lol, Public enemy achieved
Posts: 1484
Im not trolling..if your getting owned..sorry its your problemo jijijij
Its easy as building 120mm, ZiS or the mighty B4! Stop crying bro, if you dont know to click the icon of the 120mm and click the map, then uninstall plxplx
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Posts: 4630 | Subs: 2
Its easy, just get 120mm or B4 and voilá, problem solved
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Have you ever posted something without mentioning indirect fire? I should go for doctrinal units to counter building? Really? #ThatDesign!
You assume that ZiS will always hit. With attack ground you have to add scatter which will slow it down very hard.
Said it once and I will repeat for You.
It takes almost 3mins of constant barrage for 120mm.
With B4 it can take 2 shots or even 6 shots - if your enemy is not reparing it between shots - if he is, not gonna happen.
Again, don't post anything about dealing with is since you did not deal with it even once.
Or share with us your replays with pro dealing with flak.
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Indirect fire is what makes Allies fun to play, because it's something Axis doesn't have, and I like blowing stuff up. It also allows you to deal with campers, which are about 90% of players.
And doctrinal units to counter stock units has been Soviets deal since day 1, shouldn't be like that but Relic isn't going to change it, ever.
This is why you shoot at it, with multiple things. Do you shoot at Panther with only 1 AT gun/tank? No! Do you shoot at Grens with only 1 infantry unit? No! So why does the Schwer only get the attention of a single unit?
Posts: 4951 | Subs: 1
Just stop saying about allied indirect fire.
GrW34 best non-doc mortar.
250 halftruck best mobile mortar.
Stuka best barrage.
So now we are saying that flakbase is a unit, not building?
It's ok to counter doctrinal units with other doctrinal units but it's not ok when game forces you to use doctrinal vs stock.
Although SU does not need doctrinal units to counter stock OST units.
Problem is OKW so don't say that it is since day 1 unless you are saying about day 1 since WFA.
So Im going to send 3-4 units to deal with flakbase.
At that time, my cut off and fuel are completly open and free to take by 1-2 units. Rest will go to protect flak.
In the end I will lose both fuels.
This game is about cut offs. Flakbase is breaking this rule and os maps like way to kharvkow in 1v1 is just devastating.
Posts: 300
GrW34 is the best infantry support mortar, but it's fragile and is out played in a 1 on 1 with the Soviet mortar due to precision strike, the 250 is the best mobile mortar because it's 1 of 2 in the game and the other way is garbage (which should be fixed!), the Stuka is OKW's only indirect fire unit, it sucking ass would be a very bad deal for OKW at the units already high cost.
Allies have howitzer's, higher caliber mortars, a ISG that doesn't blow ass. There are more than enough tools in Allies footlocker to deal with the Schwer, the fact that you can't means you either have no idea how to sight for your AT guns/TD's or are just neglecting all indirect fire.
And the game forcing you to counter stock units with doctrinal is how the game bloody works! OKW has very little in the way of doctrine only units that aren't just support infantry, which is why they have good stock units. USF works the same way (except with worse late game, of course). Soviets from day 1 have been about countering an enemies stock units with your better doctrinal units.
Bitching about the fact you have to be intelligent with commander choice in every single thread is getting really really stale, it's bad design, and people said it was on day 1.
Posts: 1484
Just stop saying about allied indirect fire.
GrW34 best non-doc mortar.
250 halftruck best mobile mortar.
Stuka best barrage.
So now we are saying that flakbase is a unit, not building?
It's ok to counter doctrinal units with other doctrinal units but it's not ok when game forces you to use doctrinal vs stock.
Although SU does not need doctrinal units to counter stock OST units.
Problem is OKW so don't say that it is since day 1 unless you are saying about day 1 since WFA.
So Im going to send 3-4 units to deal with flakbase.
At that time, my cut off and fuel are completly open and free to take by 1-2 units. Rest will go to protect flak.
In the end I will lose both fuels.
This game is about cut offs. Flakbase is breaking this rule and os maps like way to kharvkow in 1v1 is just devastating.
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Permanently BannedPosts: 365
Posts: 4951 | Subs: 1
Source?
I don't know why you keep responding to him, he mentions indirect fire and B4 every single post.
I completely agree with you with the point of whole COH2 formula is to encourage tactical play with capture points. Flak truck alone just completely shuts this idea down, in general the whole OKW, and in some cases, USF shuts down original COH2 idea of game play.
The only viable way to deal with this Flak truck is to use SU-85s, Jacksons or mass tanks. AT guns are completely garbage against it because of Obers snipers, not mention any mortar gets countered by JLIs or Stuka.
I just HATE HATE the fact that this truck deals SIGNIFICANT amount of damage to armor, thank you for showing proof of that in your post earlier (as always Axis nubs will ignore evidence). The damage needs to be nerfed vs Armor period. If OKW wants to build Flak aggressively than he/she will pay for it with armor rush. OKW seems to be more of a C&C army than COH2 these days (Hated the whole truck idea since COH1).
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What do you mean source? Playing on coh2 release? Soviets have always had to use call ins and intelligent commander choice to compete.
OKW and USF are similar in that commanders fill "holes" in the unit list, they don't just replace units with better ones which how soviet commanders work and Ostheers to an extent.
The reason I mention it is because people constantly ignore it hope this helps.
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That sounds like a issue since Commander Choice and More specifically Call in Units should augment and compliment your play not determine the ultimate viability of a faction as a whole. I was asking for a source as in can you quote Relic themselves saying this was intended?
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It could be fine if the flak gun would be purchased as an upgrade to drain a bit of MP and delay the building of a mid-game total secure area.
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Why do Obers get the best LMG in the game for free?
Why does the Puma have an instant get-out-of-jail-free card at 0 Vet?
Why does the cheapest mainline infantry that also scales the best with Vet also have Schrecks?
Etc..
These design decisions were taken by Relic's design team at a time when they were probably under the influence of some nasty stuff.
Posts: 531
Just look at DoW2 & the Tyranids. They jizzed out and gave them the best stuff CUZ ALIENS!!! #WOOT #OMGWTFBBQ
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Permanently BannedPosts: 1216
Posts: 4951 | Subs: 1
Just make the trucks cost resources, like the British system in coh1. Reduce the flak HQ anti infantry potency a bit and were good. Range can be negated by smoke from mortars.
If they change the resource penalty to manpower only, the OKW faction can no longer spam everything whilst maintaining armor (with shreck only blobs they will loose since they get wiped by every arty lately xd).
But why they made those trucks free... Well lets just say Relic has very special people in their design and balance sectors xd
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