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Urban Tactics Forward Hq Issue

11 Apr 2015, 15:33 PM
#1
avatar of Jason

Posts: 82

Has anything been done about this ability? On the right map it's incredibly tough to take down (especially as Ostheer.) 2 games now I've been murdered because they've rushed the biggest building closest to my base and spammed conscripts.


Maybe it should be only used on buildings that is friendly territory. Thoughts?
11 Apr 2015, 15:38 PM
#2
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
jump backJump back to quoted post11 Apr 2015, 15:33 PMJason

Maybe it should be only used on buildings that is friendly territory. Thoughts?


Dont allow okw med trucks to reinforce outside of friendly territory. then u have a deal
11 Apr 2015, 15:40 PM
#3
avatar of Katitof

Posts: 17914 | Subs: 8

Tough? As ostheer?

Mortar Half Truck anyone?
11 Apr 2015, 15:44 PM
#4
avatar of Jason

Posts: 82

jump backJump back to quoted post11 Apr 2015, 15:40 PMKatitof
Tough? As ostheer?

Mortar Half Truck anyone?


I am talking about buildings that take 2 hits from a Stuka.. mortars are an option but they simply mortar you back whilst being healed.
11 Apr 2015, 15:45 PM
#5
avatar of ☭ Калашникова ☭

Posts: 322

He hasn't specified if hes facing this in 1's or 4's
I would assume its a joke in 1's but in 3's and 4's its quite strong.

You beat it by:
-MG Locking
-Flame pio it
-Mortar HT
-Have your ally make a stuka (Hardest counter)
11 Apr 2015, 15:46 PM
#6
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
jump backJump back to quoted post11 Apr 2015, 15:44 PMJason


I am talking about buildings that take 2 hits from a Stuka.. mortars are an option but they simply mortar you back whilst being healed.


it has flame barrage, intant kills most buildings
11 Apr 2015, 15:55 PM
#7
avatar of Brachiaraidos

Posts: 627



it has flame barrage, intant kills most buildings


But you need to, like, click on the mortar HT icon.

And then spend, like, 45 muni to instntly waste 300MP/60FU.

That's, like. Three clicks. Dude. Way too hard to achieve.

And you can't do it whilst also using CAS
11 Apr 2015, 16:02 PM
#8
avatar of PanzerGeneralForever

Posts: 1072



it has flame barrage, intant kills most buildings



Lets hope you have one of the two commanders in your load out one of which is very weak.
Otherwise, good luck...also isn't unlocked until 2cp and costs 66% that of the FHQ.
11 Apr 2015, 16:07 PM
#9
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned



Lets hope you have one of the two commanders in your load out one of which is very weak.
Otherwise, good luck...also isn't unlocked until 2cp and costs 66% that of the FHQ.


always have them. the commanders are weak, but not as weak as urban defense after u win the early game
11 Apr 2015, 16:12 PM
#10
avatar of gokkel

Posts: 542



it has flame barrage, intant kills most buildings


Sometimes it makes them catch fire (which is not really an instant kill, but makes sure it will go down eventually), but it does not work all the time. You may need multiple barrages costing a lot of munition and most importantly costing a lot of time. In my opinion such a powerful ability should be able to be properly countered by other means than doctrinal random abilities. At least OKW can get a Stuka.

Regular mortars should just be doing more damage to those things, or some kind of other restrictions to the FHQ without making it pointless.
11 Apr 2015, 16:14 PM
#11
avatar of Jason

Posts: 82



always have them. the commanders are weak, but not as weak as urban defense after u win the early game

You can't be serious dude. To constantly have one of the weakest commanders in my line-up to counter a 0CP ability. Not cool.
11 Apr 2015, 16:14 PM
#12
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

Moved to COH2 Gameplay
11 Apr 2015, 16:16 PM
#13
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
jump backJump back to quoted post11 Apr 2015, 16:14 PMJason

You can't be serious dude. To constantly have one of the weakest commanders in my line-up to counter a 0CP ability. Not cool.


Then continue to lose and complain about it

jump backJump back to quoted post11 Apr 2015, 16:12 PMgokkel


Sometimes it makes them catch fire (which is not really an instant kill, but makes sure it will go down eventually), but it does not work all the time. You may need multiple barrages costing a lot of munition and most importantly costing a lot of time. In my opinion such a powerful ability should be able to be properly countered by other means than doctrinal random abilities. At least OKW can get a Stuka.

Regular mortars should just be doing more damage to those things, or some kind of other restrictions to the FHQ without making it pointless.


it basically is insta-kill, u wont enter a burning building. it doesnt take multiple barrages if u move the HT close enough. This also depends on the building
11 Apr 2015, 16:20 PM
#14
avatar of Jason

Posts: 82



Then continue to lose and complain about it



it basically is insta-kill, u wont enter a burning building. it doesnt take multiple barrages if u move the HT close enough. This also depends on the building


Sounds easy. Not so much with hordes of conscripts and Zis guns guarding it.
11 Apr 2015, 16:25 PM
#15
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
jump backJump back to quoted post11 Apr 2015, 16:20 PMJason


Sounds easy. Not so much with hordes of conscripts and Zis guns guarding it.


learn how to play and properly counter commanders then. I cant help you if u keep making up excuses to convince me that this commander is op
11 Apr 2015, 16:39 PM
#16
avatar of FaustCostBulletin

Posts: 521

I'm personally not very happy about how the only way you can use this doctrine is to be very aggressive with it and get it up at your enemy's territory or very close and then spam it, hogging all the resources to delay the many counters to it.

I would be okay with friendly territory only if the buildings were repairable and had higher maximum health when used as HQs. I guess they could in turn be limited to one... But a straight nerf is out of the question as there are already many counters.
11 Apr 2015, 16:48 PM
#17
avatar of ferwiner
Donator 11

Posts: 2885

Queenratchet is right, the flamer ht commander (the one with tiger) is one of the strongest ost commanders. Also its ostheers job to kill those hqs, waiting for stuka means loosing a match. Sure you want have CAS but tiger + smoke work wonders together. As for the cost of fht it can kill multiple hqs and is also usefull after killing them, especially vs mortar spammers. Just keep that one commander in leadout or loose, its that simple. Concidering it completely nagates popular soviet commander it is not that bad.

Btw soviets also keep that commander in their leadout to capitalise on stupidity of people not having the counter.
11 Apr 2015, 17:20 PM
#18
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post11 Apr 2015, 16:14 PMJason

You can't be serious dude. To constantly have one of the weakest commanders in my line-up to counter a 0CP ability. Not cool.

You ain't referring to Spearhead, right?

I'm personally not very happy about how the only way you can use this doctrine is to be very aggressive with it and get it up at your enemy's territory or very close and then spam it, hogging all the resources to delay the many counters to it.

I would be okay with friendly territory only if the buildings were repairable and had higher maximum health when used as HQs. I guess they could in turn be limited to one... But a straight nerf is out of the question as there are already many counters.

Totally in agreement.

When I hear "Urban Defence Tactics" I think of troops stubbornly holding ground, making the enemy pay for every inch of territory.

I don't think of cheesing the shit out of a match by immediately running into the enemy's cutoff.
11 Apr 2015, 17:47 PM
#19
avatar of Imagelessbean

Posts: 1585 | Subs: 1

Just played against this, was very simple to win. Using MG's and Kubels pin all his men around the FHQ. Use units to pick of squads trying to crawl away. Bleed them of MP while one player gets Flak HT or Flamers or MTHT, or even stuka if you can hold on.

Biggest thing is to keep them pinned so you can work.

Cheesey and beatable.

Also don't come here looking for advice, get it, and then say, nope can't do it. I don't want to use that commander ever.
11 Apr 2015, 17:59 PM
#20
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

I'm personally not very happy about how the only way you can use this doctrine is to be very aggressive with it and get it up at your enemy's territory or very close and then spam it, hogging all the resources to delay the many counters to it.

I would be okay with friendly territory only if the buildings were repairable and had higher maximum health when used as HQs. I guess they could in turn be limited to one... But a straight nerf is out of the question as there are already many counters.


this would be nicer imo.
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