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Shouldn't UKF have AT snare?

1 Dec 2015, 21:35 PM
#81
avatar of Bulgakov

Posts: 987

To Aladdin (sorry lost the quote)


Yeah Sov and USF (Scout cars can be little squad-wipe monsters)

And you're right, Raketen at t0 + t1 shrek helps a lot. Still you're vulnerable to lights chasing down weak units and that's something that Ost and OKW cant't do as easily. You just can't stop the rampage as easily as Ost or Sovs can! :) It reduces your ability to harass at the back, that's the main concern.

Example:
http://www.coh2.org/topic/6343/atr-shoutcasts-company-of-heroes-2/page/26#post_id438791 the second to last match HOI vs Tristan. Tristan's sturmpios get wiped from half health for capping at the back. If the volks had a faust, they could have slowed it down. Another army could have safely kept the unit out longer.

Do you have a replay of you getting rushed and murdered by Luchs, will be good to see an example so I can understand from your point of view.

1 Dec 2015, 22:30 PM
#82
avatar of AchtAchter

Posts: 1604 | Subs: 3



Don't u think the same exact thing actually happens now with grens snare and pgs shrecks?!! there is only a difference that allies tanks have less armor and hp and go down faster to the mighty laser guided shrecks which never miss

Protip: keep ur armor away from infantry snare units, when snare can bring it to lower than 75 hp %! ur problem solved and ur heavy tank won't go down! :)


Panzerschrecks don't do deflection damage.
1 Dec 2015, 22:32 PM
#83
avatar of The_Courier

Posts: 665

Buffing PIATS so that they can hit something seems like a better solution. OKW can make do without a snare thanks to early AT gun and omnipresent shrecks. Making PIATS more accurate (perhaps even moreso at short ranges?) would provide a stopgap measure until the sniper is vet 1, or the AEC can be fielded.
1 Dec 2015, 22:45 PM
#84
avatar of Otherside

Posts: 32

much needed but make brits pay for it, bundle it with the grenade upgrade.

and while we are at it give a AEC a 70 muni machine gun a pumas scarier against infantry
1 Dec 2015, 22:59 PM
#85
avatar of Rollo

Posts: 738

I played 1vs1 in the balance preview and my tactic was like this.

I planted mines on predictable points and got an At gun out at either 5 minutes against Ostheer or at 7 minutes against okw. If the map doesn't allow predictable points for mines I rushed an AEC,which besides countering all light vehicles, provided usually also support against medium tanks that arrived later.


At gun is not mobile like an AT sniper, zooks/shreks or infantry snares, overextend and it is decrewed.


Brits with the removal of crit shot are lacking in early game AT and the 6 pounder is not the answer


The other way is going special weapons regiment in order to get boys at sections that can solo light vehicles on their own.


lul what, remind me why they gave you strategist again? Flame HT will rape an AT section and calling in more than one AT squad is pretty dumb

People should learn to play

:snfPeter:
2 Dec 2015, 00:34 AM
#86
avatar of cr4wler

Posts: 1164


u're right, but what light vehicle can have such an effect on OKW?! mainly soviet's or USF's right? by the time soviet's t70/m5 hits (7-9 mins) or the USF's m20 (5 min) or AA truch or Stuart (7-8mins), don't u think OKW player can easily equip enough shrecks (and easily afford a rocketen at t0) to deal with them at ease not to be crashed by the light vehicle?!!! and if not it's the mistake by OKW player


so wait... okw not having volks with upgraded schrecks and raketen in the same place its an obvious mistake, but if the brit doesnt have his sniper covered with a 6pdr, the brits need a snare? sounds fair...
2 Dec 2015, 00:53 AM
#87
avatar of Imagelessbean

Posts: 1585 | Subs: 1

Snare is still on the vet 1 crit shot ability.

Stop forum warrioring and play the balance mod.


While I do partially agree, as the game gets larger the window of time for snipers before light vehicles shrinks. By the time you reach 3v3 and 4v4 you effectively have them arriving almost at the same time (with movement onto field). This means you won't have snares available when first Luchs hits. Luchs is too good to not give one faction snares.

I am also concerned that snares + piats would be silly because you could spam piats and blow the tank away every time with your deep health pool on ISG's. The solution here may simply be a stun shot given to some infantry. A light snare that does not prevent use of light vehicles, but allows retreat to be. It should not require vet, and should be available before the Luchs arrives.
2 Dec 2015, 01:47 AM
#88
avatar of Aladdin

Posts: 959



Panzerschrecks don't do deflection damage.


Ok so that's why Piats are better than Shrecks! kappa ;)
2 Dec 2015, 01:52 AM
#89
avatar of AchtAchter

Posts: 1604 | Subs: 3



Ok so that's why Piats are better than Shrecks! kappa ;)


They are not better and the price reflects that. Still snares on mainline infantry & cheap piats doing deflecting damage would lead to massive blobbing and people would rather use this instead of AT guns and Fireflies. Snares need to be on specialists units, like it's on the sniper. If piats wouldn't do deflection damage this would be another case.
2 Dec 2015, 04:53 AM
#90
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

no wide availability of snare is why brit's arg has 50% more acc. no?
2 Dec 2015, 06:24 AM
#91
avatar of Aladdin

Posts: 959



They are not better and the price reflects that. Still snares on mainline infantry & cheap piats doing deflecting damage would lead to massive blobbing and people would rather use this instead of AT guns and Fireflies. Snares need to be on specialists units, like it's on the sniper. If piats wouldn't do deflection damage this would be another case.


U pointed the problem out!!!

that's exactly why people massive blobing volks and would rather using Shrecks instead of AT guns and tank destroyers

With light vehicle's being so fast, it's really unlikely to get a shoot on them with Piats which is also another problem.
2 Dec 2015, 06:24 AM
#92
avatar of Myself

Posts: 677

jump backJump back to quoted post1 Dec 2015, 22:59 PMRollo


Brits with the removal of crit shot are lacking in early game AT and the 6 pounder is not the answer



Once more time Critical shot was not removed it moved to vet 1 and it is still a snare doing engine damage to light vehicles...



While I do partially agree, as the game gets larger the window of time for snipers before light vehicles shrinks. By the time you reach 3v3 and 4v4 you effectively have them arriving almost at the same time (with movement onto field).


that might only prove a problem if all members of the team are UKF. Even in that case one of team member can rush an AEC to counter a Luch.


In the end of the day I am not sure what the issue is here.
Is it that the sniper can no longer hard counter light vehicles from vet 0?
Is it that UKF can't counter light vehicle play?
Is it that OKW light vehicle play is too strong?
Is it that I.S. need a AT snare?

Imo the answer to the last is NO since that might improve UKf performance against light vehicle but will make them too strong against tanks and will make blobing some of the strongest infantries in the game even more appealing.
2 Dec 2015, 06:35 AM
#93
avatar of bingo12345

Posts: 304

just use PIAT.
2 Dec 2015, 08:33 AM
#94
avatar of Firesparks

Posts: 1930



Panzerschrecks don't do deflection damage.


panzerschreck still do 30 damage on deflection (25% damage). Bazooka deal 20 damage on deflection.

I think they should have modified the sniper's critical shot directly instead of moving it to vet1.

Something like giving the ability the same restriction as faust. For example, the ability will only trigger engine damage if the target hp is 50% or less. This way the sniper doesn't counter a 222 outright
2 Dec 2015, 08:37 AM
#95
avatar of AchtAchter

Posts: 1604 | Subs: 3



panzerschreck still do 30 damage on deflection (25% damage). Bazooka deal 20 damage on deflection.


I stand corrected. I just wanted to underline the fact that 80 deflection dmg is a lot.
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