mines
Posts: 90
i dont think there was anything wrong at all with the mines that there was in vcoh, why change something that worked perfectly for all 4 factions?
Posts: 1664
Posts: 2838 | Subs: 3
That said, I just played two games as Russians after playing many games as Germans. It was very much a "hello, old friend!" moment when I started planting lots of mines with my combat engineers. I actually managed to kill several armored cars and an MG, in addition to plenty of individual soldiers.
What you say about how it sucks that mines are not a good counter to scout cars + flamers/snipers is definitely true, however.
Posts: 194
They don't necessarily need to be exactly the same but playing as Ost I never use the mines. Besides being an incredibly munitions hungry faction, their options are too expensive and too unwieldy / slow / target specific. If anything it feels like the Sovs need the teller mines and the Osts need the regular ones, so maybe just reverse them.
As Sovs since they require munitions for basically nothing planting mines everywhere is pretty easy and usually to great effect.
Also, demo charges on engineers are insane in this game due to plant anywhere. Was playing a guy that would regularly put them near points and I lost several full squads in the blink of an eye as the squad would come in to cap!
Posts: 66
Ost should have option to use cheaper mines, and the minefield should not be marked, that is just crazy. You spend 80 munis and then the opponent sees where you planted them :/
Posts: 78
Posts: 51
- m3/t70 pushing deep into wehr territory chasing retreating units
- map control of wehr on relatively big maps compared to coh 1
- more versatility on grens with synergy to wehr play
- ability of wehr to negate flanks and lock down vs ability of soviets to be mobile and push fast
- forcing soviets to use mine detectors and spend their early game ammo
... not that it hasn't been mentioned before.
Posts: 332 | Subs: 1
Posts: 60
German infantry mines take too long to setup, cost too much and the damage output leaves something to be desired.
If Relic wants two different mine classes, then just make the infantry mine single use (instead of 4), make it cost the same as the Russian mine and buff it up a bit.
Posts: 2425
Permanently BannedOst AI mine needs to be changed to a single mine placement, with optional shift queing.
Ost AT mine needs a cost reduction.
Posts: 538
for 10 muni, they only set up the signs ;-)
Posts: 1734
Permanently BannedPosts: 604
Posts: 119
u can make 1 single infatry mine as osther, just cancel the building after first mine.
Does it refund the munitions for the unplanted mines?
Posts: 604
But you still need 80 munitions to be able to start building the field.
Each of the four fields seems to spawn four small mines in random positions around it in a radius that is marked by the warning signs just outside of it.
When you build a single field, you place 4 warning signs. If you build four fields (whole field), you still only seem to spawn 4 warning signs. Thus, manually building only single fields makes the field also much easier to notice.
Posts: 2425
Permanently BannedThe signs... who the fuck would sign a minefield in a frontline combat area.
Ost mines are crap, as outlined in my post above.
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