Squad wipes due to land mines
Posts: 132
Would fixing the grouping be difficult? It doesn't even seem to be on relics radar.
Posts: 622
Posts: 1384
Shouldn't wait until you explode to start building detectors.
It also helps to move your squad smartly and avoid them grouping up too much. Most mines are in pretty common spots, afterall.
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Posts: 132
Honestly there's nothing wrong with mine squad wipes.
Shouldn't wait until you explode to start building detectors.
It also helps to move your squad smartly and avoid them grouping up too much. Most mines are in pretty common spots, afterall.
I don't mean grouping as in two squads. I mean the proximity of one squad's members walking close to one another. If they are more spread out it wouldn't wipe squads so easily, like CoH 1. Very rarely did a mine wipe squads unless they were already badly damaged.
Posts: 1384
I don't mean grouping as in two squads. I mean the proximity of one squad's members walking close to one another. If they are more spread out it wouldn't wipe squads so easily, like CoH 1. Very rarely did a mine wipe squads unless they were already badly damaged.
I know.
Squad members grouping up is predictable based on cover. Gotta be careful to not let that happen if you're worried about mines.
Posts: 1944 | Subs: 2
Posts: 132
I know.
Squad members grouping up is predictable based on cover. Gotta be careful to not let that happen if you're worried about mines.
Got it. Then I guess it goes back to my original point of mines shouldn't wipe squads and grouping should be handled better. Like I said, I love mines, but it feels cheap when my opponent loses a full health vet 3 squad just because the grouping sucks. 30 munis for a squad wipe is nuts.
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Posts: 1802 | Subs: 1
Definitely one of the top 5 things (insta wipes in general) that is wrong with coh2 competitively. Low-moderate damage w/ massive suppression is better. Hitting a mine should cost you field presence, not a unit.
This.
Posts: 1617
Definitely one of the top 5 things (insta wipes in general) that is wrong with coh2 competitively. Low-moderate damage w/ massive suppression is better. Hitting a mine should cost you field presence, not a unit.
This.
And the fact that soviets have the best mines ingame.
Posts: 307
Definitely one of the top 5 things (insta wipes in general) that is wrong with coh2 competitively. Low-moderate damage w/ massive suppression is better. Hitting a mine should cost you field presence, not a unit.
Totally agree with this.
Posts: 17914 | Subs: 8
This.
And the fact that soviets have the best mines ingame.
The exactly same mines are used by OKW.
And doctrinally by USF.
And UKF.
The only mine soviets have that at least 1 other army doesn't are the tripwire mines.
Posts: 4630 | Subs: 2
Enough to say I lost full health Engis, Shocks and Cons to schu mine during 1 game.
Posts: 1617
The exactly same mines are used by OKW.
And doctrinally by USF.
And UKF.
The only mine soviets have that at least 1 other army doesn't are the tripwire mines.
OKW. The muni starved faction, I don't see your cons getting an upgade for 90 muni. Plus mind the resource penalty. Mines can be laid, but cannot spammed like Sov does.
USF. Doctrinal, takes ages to build.
UKF. You are right here.
Posts: 17914 | Subs: 8
OKW. The muni starved faction, I don't see your cons getting an upgade for 90 muni. Plus mind the resource penalty. Mines can be laid, but cannot spammed like Sov does.
During OCF is was proven that you don't need 10 shrecks on field ASAP to win a game, you really can spend muni on something else, puppchen and JP4 are effective AT. Muni penalty for OKW means you'll have 4 mines instead of other factions 5. Such penalty, much limitation.
USF. Doctrinal, takes ages to build.
Stats for it are still the same.
Posts: 640 | Subs: 1
Low-moderate damage w/ massive suppression is better. Hitting a mine should cost you field presence, not a unit.+100
For the life of me I have no idea why they removed suppression from mines and howitzers when they carried them over from coh1. They were a rare instance of things that worked perfectly, were not OP but could still win you games, with five years of refinements - by the time the game was mature, nobody complained about them.
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