Halftracks/Clown Cars + Flamethrowers
Posts: 7
If a soviet player has some good micro then Clown car is simply fucking up entire t1 for Ostheer, because bugging retreat pathing + horrendous damage on retreat = roflstomp.
On the contrary, halftrack is kinda the same but being in t2, it evens things a bit. Still - conscripts have it even worse than Grens with their AT. They have to come really close with their AT nades and that means certain death.
That makes 1v1 really boring, because 70% of my games are racing to those units.
Thoughts?
Posts: 1620 | Subs: 2
Posts: 559
It's weird that Relic didn't learn the lesson from Kangaroo Carriers that this sort of thing is silly and uninteresting.
Amen to that.
Posts: 934
My conclusion of what to blame in this circumstance is the illogical reasoning as to why they removed the CoH1 mines which each lay for 25 ammo. It would prevent this just instant retreat and follow the unit forever, which most times if its a long distance the squad is dead as you described.
25 ammo mines would force a minesweeper (1 less conscript early game) or alternatively create a higher risk to follow a unit indefinitely down a road. 60 munition for a single mine to handle a single light vechile is to much and hence why its easier to rely on fausts(avoidable if range maintained) or hold out til AC.
Posts: 2838 | Subs: 3
Also, I've had panzerfausts that either missed the halftrack or did no damage to it. Has anyone else had this happen? Is it a bug or a feature?
Posts: 393
Posts: 2779
Sniper car = autowin against Ostheer until he learn to build an AC, but you can always use the clown car to lure AC into mines and guards anyway
Posts: 74
Yeah I don't like this style of play much either, a little bit tasteless in my opinion.
My conclusion of what to blame in this circumstance is the illogical reasoning as to why they removed the CoH1 mines which each lay for 25 ammo.
Yep, no reason to remove the current mines, just add a 25 muni mine for each faction, effective at taking out light vehicles (heavy damage crit?) and ok vs infantry.
The current mine for soviets would probably be needed to be made 40-45 muni and damage increased accordingly so it can be effective late game vs tanks
Another thing I don't really like is that mines don't seem to suppress troops like Vcoh which means they aren't as good at dealing with flanks, which is surely one of the main reasons for mines?!
At the moment there is no justification in early mines, even on these maps which are pretty choke heavy!! Maybe they felt they needed to decrease the effectivness of mines due to the style of maps in the new game? I don't know....
Posts: 101
transport only plz relic
Posts: 182
Anyone notice the flamethrower engies only shoot while still now? Well, apply that when they're in the scout car and then you can have kiting involved and not just these engineer gangster drive-by's. Might work, might not, either way it's way better than what it is now in my opinion. Would be nice to see regular mines for germans too :/
Posts: 881
Posts: 1944 | Subs: 2
Yeah I don't like this style of play much either, a little bit tasteless in my opinion.
My conclusion of what to blame in this circumstance is the illogical reasoning as to why they removed the CoH1 mines which each lay for 25 ammo. It would prevent this just instant retreat and follow the unit forever, which most times if its a long distance the squad is dead as you described.
25 ammo mines would force a minesweeper (1 less conscript early game) or alternatively create a higher risk to follow a unit indefinitely down a road. 60 munition for a single mine to handle a single light vechile is to much and hence why its easier to rely on fausts(avoidable if range maintained) or hold out til AC.
CoH1 mines were far too cost effective imo, I like the concept of choosing between anti personel or AT, but the German S minefield does need some reworking. 25muni had the potential to outright kill support units, destroy engine on T3 units, damage engine on tanks, and stop flanking units (and sometimes wounding them so badly they die with a little bit of focus fire). They should just nerf Wehr flame HT and change the Russian SC so it works like a more powerful Jeep instead of a Bren carrier.
Many top tier players that were proficient with US and Wehr had a higher W/L with Wehr because of cheap mines deciding games. You can be good at flanking, but it just wasn't viable to have a sweeper leading every flanking unit and sometimes you were just unfortunate enough to take all the routes covered by mines when you made big pushes and got really screwed over.
Posts: 2425
Permanently BannedThere is currently nothing, either in cost or assymetric balance that justifies them having an open garrison.
German mines are too expensive in comparison, especially weighed against the Engies demo-pack, for which there is no Ostheer Pio asstmetric equivalent.
People are seriously underplaying the demopack. When placed at entrances of buildings or on bridgheads (or other approaches) it is absolutely devastating.
Posts: 391
Posts: 2425
Permanently BannedWhat about making the faust animation/fire time faster?
Would break AT nade/Faust current symmetry.
The problem is the AP potential of the armor of the enemy you are aiming to engine disable.
A PIV or Stug has very little AP potential, even when MG upgraded, whereas the T34 currently seriosuly rips infantry a new one, without any munition upgrade.
Posts: 88
as long as this isnt fixed, alongside with panzergren spamm effectivenes, the game wont get interesting
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