Unable to do anything against howis without off map
![avatar of WhySooSerious](/uploads/avatar/7993.jpg?updated=1421220209)
Posts: 1248
In CoH2 you can make howis as much as you want for just a manpower cost and to make sure you cant get at the howitzers they build tanks such as an su85 and stuff like that. If you wanted to do something to counter it you can dream on until you kill those armor units and the soviet is most likely floating tons of fuel since he has all he needs. Basically what I am saying is that there is no way to kill a howitzer unless you depend on a doctrine.
Some responses would be greatly appreciated thank you. Btw LeFH needs a scatter reduction. In case anyone thinks this is a troll thread like the last one I posted which wasn't feel free to know this is not a troll thread.
![avatar of daspoulos](/uploads/avatar/10763.jpg?updated=1411438557)
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Permanently Banned![avatar of Corsin](/uploads/avatar/10439.jpg?updated=1437409438)
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But at the same time the gun needs a HP increase so it doesnt die in 1 stukka/il2 bomb strike (since the fuel cost would be unsustainable).
tell you what ill make a list of changes...
- LeFe - Needs less scatter
- ML20 - Needs vet reworking (extra 2 shots brings it up to 12 per salvo, meaning it fires the same amount as the LeFe but has ALOT more damage). So remove that and have them at 10 shots per salvo.
- Price changes to both + B4 to 400mp + 90 fuel
- 60% Gun HP increase
- Cannot fire at Base sectors
- Give OKW a commander with the LeFe (or replace the bunkers with it in the defencive doctrine). Still 90 fuel.
![avatar of WhySooSerious](/uploads/avatar/7993.jpg?updated=1421220209)
Posts: 1248
inb4 go cas. Go fuck yourself. lel.
Then nerf it but if you dont have CAS on like now you're in for a big bleed or a big pain/loss.
![avatar of QueenRatchet123](/uploads/avatar/11449.gif?updated=1412752045)
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Permanently Banned![avatar of daspoulos](/uploads/avatar/10763.jpg?updated=1411438557)
Posts: 1116 | Subs: 1
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Then nerf it but if you dont have CAS on like now you're in for a big bleed or a big pain/loss.
I only go elite troops triple tiger ace sight bulletin.
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![avatar of Midconflict](/uploads/avatar/8560.jpg?updated=1439791476)
Posts: 204
Tbh i think all arti should be given a fuel cost. Like coh1.
But at the same time the gun needs a HP increase so it doesnt die in 1 stukka/il2 bomb strike (since the fuel cost would be unsustainable).
tell you what ill make a list of changes...
- LeFe - Needs less scatter
- ML20 - Needs vet reworking (extra 2 shots brings it up to 12 per salvo, meaning it fires the same amount as the LeFe but has ALOT more damage). So remove that and have them at 10 shots per salvo.
- Price changes to both + B4 to 400mp + 90 fuel
- 60% Gun HP increase
- Cannot fire at Base sectors
- Give OKW a commander with the LeFe (or replace the bunkers with it in the defencive doctrine). Still 90 fuel.
i like all of these ideas, although i would like the B4 to be soviet pak 43.
![avatar of J1N6666](/images/no_av.png)
Posts: 306
Tbh i think all arti should be given a fuel cost. Like coh1.
But at the same time the gun needs a HP increase so it doesnt die in 1 stukka/il2 bomb strike (since the fuel cost would be unsustainable).
tell you what ill make a list of changes...
- LeFe - Needs less scatter
- ML20 - Needs vet reworking (extra 2 shots brings it up to 12 per salvo, meaning it fires the same amount as the LeFe but has ALOT more damage). So remove that and have them at 10 shots per salvo.
- Price changes to both + B4 to 400mp + 90 fuel
- 60% Gun HP increase
- Cannot fire at Base sectors
- Give OKW a commander with the LeFe (or replace the bunkers with it in the defencive doctrine). Still 90 fuel.
Scratch all of that, disable arty froming being built in BASE sector. DONE!
![avatar of Mr. Someguy](/images/avatars/policefusilier.png?updated=1428069587)
Posts: 4928
- ML20 - Needs vet reworking (extra 2 shots brings it up to 12 per salvo, meaning it fires the same amount as the LeFe but has ALOT more damage). So remove that and have them at 10 shots per salvo.
Make it an Area Denial barrage, rapid fire, very low damage, high area of effect, high suppression (maybe even force-retreat), temporary crits to vehicles.
![avatar of Bob Loblaw](/images/no_av.png)
Posts: 156
![avatar of Midconflict](/uploads/avatar/8560.jpg?updated=1439791476)
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![avatar of Kreatiir](/images/avatars/tiger_ace.png?updated=1440837258)
Posts: 2819
That would make me think twice before building one.
I don't like the idea of relying too much on doctrines to counter a certain something that at this moment, is very much used. It narrows the game and that's not ideal.
![avatar of Carlos Danger](/uploads/avatar/12691.jpg?updated=1429093780)
Posts: 362
Honestly, I don't think that change would do much. I set my howitzers up outside of my base sector about fifty percent of the time already, so...
Scratch all of that, disable arty froming being built in BASE sector. DONE!
![avatar of some one](/images/no_av.png)
Posts: 935
Honestly, I don't think that change would do much. I set my howitzers up outside of my base sector about fifty percent of the time already, so...
So you are 3 vs 3 or 4 vs 4 player.
![avatar of JohnnyB](/uploads/avatar/11660.jpg?updated=1488313304)
Posts: 2396 | Subs: 1
![avatar of Carlos Danger](/uploads/avatar/12691.jpg?updated=1429093780)
Posts: 362
Na, 1v1 and 2v2. Sometimes you need the gun outside of your base sector so you can hit the other guys' base. Usually just a few meters or so.
So you are 3 vs 3 or 4 vs 4 player.
![avatar of demodeus](/images/no_av.png)
Posts: 10
Ostheer - plenty Call ins to destroy the ML 20.
![avatar of Alexzandvar](/uploads/avatar/12635.jpg?updated=1452790847)
Posts: 4951 | Subs: 1
To wit; counter-barrage is actually worse than the normal barrage because it fires less shells while having only more damage on direct hits meaning that you are actually much better off just normally firing with the barrage.
![avatar of Nilon](/images/no_av.png)
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