Remove demo charges
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#adapt
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Remove the demo for all factions and give the units that had it before s-mine fields. Then we meet in another op thread in a month
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Thanks
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Demos are important tools, the game need them. The fear factor coming from them is also important. Don't change them. They are not spamable and can be swept or kill with small arm easily. (Stukas sweeping...)
Thanks
You use stuka barrage to sweep demo's ?
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Permanently BannedRelic is telling OKW players to l2p indirectly by increasing the detection range of sturm sweepers. And allowing it to be targeted.
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Sweep it up. If axis gets Goliath (which we can fine in files) dont touch the demo.
Relic is telling OKW players to l2p indirectly by increasing the detection range of sturm sweepers. And allowing it to be targeted.
Sturm sweeper range was inferior, its just a bug fix.
Good things you can target a demo, when you know that if you defuse them, he just have to press a button to tell you bye bye
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Permanently Banned
Sturm sweeper range was inferior, its just a bug fix.
Good things you can target a demo, when you know that if you defuse them, he just have to press a button to tell you bye bye
I was in the alpha, it wasn't a bug, it was a buff.
Your second point is irrelevant, you DONT need to disarm. Just fire at the demo.
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I was in the alpha, it wasn't a bug, it was a buff.
Your second point is irrelevant, you DONT need to disarm. Just fire at the demo.
- There was 0 reason why sweeper range should have less range
- They added the "target demo", before you had to ground target with tanks, or hope a grenade /flamer will explode them
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Permanently Banned
- There was 0 reason why sweeper range should have less range
- They added the "target demo", before you had to ground target with tanks, or hope a grenade /flamer will explode them
ok?
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- There was 0 reason why sweeper range should have less range
- They added the "target demo", before you had to ground target with tanks, or hope a grenade /flamer will explode them
Reason was*:
-Increased repair rate
-Allowing them to switch
*Which was still stupid.
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Reason was*:
-Increased repair rate
-Allowing them to switch
*Which was still stupid.
And the reason for "increase sight range" bulletins for static Arty pieces ? a brain bug, is a bug /SarcasmOff
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Because of this, whenever I play Axis I'm always very careful about demos.
If there's any possibility that my opponent ever had any unit with "Engineer" in the name around a point, I make sure to position my capping squad at the edge, with just one man inside the circle. If there's a demo there, then I lose one man at most. My enemy has then made a poor investment.
If I ever see my enemy laying any sort of explosive, or come across a mine or a demo, then I mark him as "clever" and get sweepers. I keep my units spaced out at all times. In a pinch, a mortar can serve as a makeshift sweeper.
For some reason I never face anyone that puts demos on buildings. Presumably this is because they want to preserve the building for their own use too, but I think that a demo can do a lot of damage on some maps where buildings control important areas. At the same time, I would never put a squad in a building I had set a demo on, as the risk of premature detonation from a mortar or grenade is too high. Laying a demo on a building is very scorched-earth, and if the building's in your control you probably want to use it, without having the constant fear of a stray mortar hitting a demo and blowing it all down.
At the end of the day, I rarely have issues with demos. Sometimes they'll catch me if I underestimate my opponent's stupidity, like when he lays a demo on the same point twice even though I neutralized it with no casualties the first time. I figure at that point that he won't risk the investment again, but sometimes they miraculously do.
Enemy stupidity has cost me more games than their intelligence. Or is there a difference between the two?
Effective demo play requires forethought and skill, unless your enemy is the kind of idiot that moves four squads per click and has lone squads with queued up cap orders touring the map. But then in those cases, an S-mine field is far more effective, significantly cheaper, and even automatic. I remember occasions when I killed three or more conscript squads with one minefield, and one recently where I killed two shocks and a T-34.
The demo charge is fine where it is. This is one of those situations where I'd say it's the player that's the issue, not the game.
Also, Goliath is probably gonna be rolling in soon, and if its anything like vCoH then it'll be even better than a demo.
>inb4 nerf goliath threads
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Well demo charges were designed this way to create ice traps iirc, make them placeable on cover, buildings and ice only and we're set.
You forgot bridges but yeah, it would be enough.
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Ehhhhhh, while I enjoy the use of demos on a daily basis having them used against me can be lethal if done properly. While having a sweeper at all times is helpful it cannot save the day for squads halfway across the map unless you get more than one sweeper squad, which while semi-cheap really hinders the mp you want to use for something else. I feel it would be better to set demos for only buildings and objects of strategic use.
Nowadays its 90% of the time used as a beefy mines, that was not the purpose of demo's
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nice an "Its too hard argument"
#adapt
Lol your funny
#not
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