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russian armor

Oorah+Nade combo negating multiple game mechanics.

1 Dec 2015, 10:15 AM
#1
avatar of sorryWTFisthis

Posts: 322

Limit the ability so using nades while the oorah is active shouldn't be possible. Vehicle play and MGs are useless due to this cheese at the moment.
1 Dec 2015, 10:17 AM
#2
avatar of RedT3rror

Posts: 747 | Subs: 2

Try to micro.
1 Dec 2015, 10:19 AM
#3
avatar of Cafo

Posts: 245

absolutely not.
1 Dec 2015, 10:20 AM
#4
avatar of Katitof

Posts: 17914 | Subs: 8

Try to micro.

Aaaaaand /thread.
It wasn't an issue for the last 2 and a half years, its not an issue now.
1 Dec 2015, 10:21 AM
#5
avatar of sorryWTFisthis

Posts: 322

Try to micro.
Sorry I can't oorah back and scape with my MGs/Vehicles.
1 Dec 2015, 10:22 AM
#6
avatar of JohnSmith

Posts: 1273

Conscripts doing 'Oorah+nade combo' is perhaps the best example of brilliant RTS gameplay there is in the game. The oorah ability, when being used, is clearly displayed to the enemy and to the player, and it opens up a tree of possibilities along with enough time for both sides to enact on the situation at hand. Great stuff, I wish there were things that worked like that in the game.

You call this cheese, I call this exciting gameplay and great unit interaction.
1 Dec 2015, 10:24 AM
#7
avatar of sorryWTFisthis

Posts: 322



You call this cheese, I call this exciting gameplay and great unit interaction.
If a single unit can use cheap abilities to negate multiple gameplay concepts then that is not a 'state of the art RTS Combo'. It's just a flawed design.


Cheer up
1 Dec 2015, 10:28 AM
#8
avatar of JohnSmith

Posts: 1273

According to what you said, you'd consider as good as all Infantry, Tanks and Support flawed then. They all have advantages to negate multiple gameplay concepts, that is what they're meant for.

At least Soviets have to spend considerable amount of fuel and munition to get something exciting out of a unit that has no endgame use at all but AT nades.

If you have problems with Conscripts, you really have to consider that you may have to... L2P
1 Dec 2015, 10:28 AM
#9
avatar of Katitof

Posts: 17914 | Subs: 8

If a single unit can use cheap abilities to negate multiple gameplay concepts then that is not a 'state of the art RTS Combo'. It's just a flawed design.


Cheer up

Like shreck volks with long range, instant throw incendiary nade?
1 Dec 2015, 10:29 AM
#10
avatar of MoerserKarL
Donator 22

Posts: 1108


Aaaaaand /thread.
It wasn't an issue for the last 2 and a half years, its not an issue now.


+1
1 Dec 2015, 10:31 AM
#11
avatar of sorryWTFisthis

Posts: 322

If you have concluded that cons have no late game use beside their nade then you have to L2P. Volks can't oorah up your ass though.
1 Dec 2015, 10:34 AM
#12
avatar of Cafo

Posts: 245

You can argue the same for rifle grenades against soviet MG's and USF smoke, it's not negating any gameplay mechanic it makes for better gameplay. MGS shouldn't uncounterable by early game inf. That's a bad mechanic.
1 Dec 2015, 10:37 AM
#13
avatar of US3K
Patrion 15

Posts: 104

You still get suppressed with oorah popped. Keep your MG supported so it has more vision, and positioned well so that a sqaud can't get into its frontal arc unseen. This way there'll be no way to rush it frontally. If he flanks use your supporting squad to fight them on the approach.

You can't dump an MG down and be done with it, or put a squad in green cover and look somewhere else. You need to put as much effort into actively microing your defence as your opponent is putting into their attack.

With vehicles just reverse away. Familiarise yourself with the range needed for the snare and stay well out of it. Oorah is easy to predict, easy to spot, and easy to dodge with a tank.
1 Dec 2015, 10:54 AM
#14
avatar of Kozokus

Posts: 301

Simple lines of play against russians
-Do not go too close to conscripts vith your tanks.
-OOOORAAAAAAAAh is both clearly audible and expected in a lot of situation.
-In case of OOHRA + rush da tank, just go backtrack and shoot at him indefinitly while he runs in the open.
-Remember that the ATnade has to be in range for only one second, once the throw animation has begun it can cover 20000 km to hit your tank. So, be generous with the distance you put between your tanks and conscripts.
1 Dec 2015, 10:56 AM
#15
avatar of jackill2611

Posts: 246

Oh, and you forgot about a fact that Oorah! is a soviet version of vet.1 blitz on ost vehicles, only that it works on vodka and thus requires no vet (russians don't need vet to drink vodka)
1 Dec 2015, 11:17 AM
#16
avatar of Highfiveeeee

Posts: 1740

I think somebody is very salty atm and likes to create multiple salt threads.
Check out mine:
http://www.coh2.org/topic/45521/how-salty-are-you
1 Dec 2015, 12:18 PM
#17
avatar of Swift

Posts: 2723 | Subs: 1

Please visit the strategy desk for your threads, the responses here indicate to me this has no place in balance.
1 Dec 2015, 13:16 PM
#18
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Sorry I can't oorah back and scape with my MGs/Vehicles.


In my times, people used blitz to even escape from ramming T34s :banana:
1 Dec 2015, 13:27 PM
#19
avatar of Iron Emperor

Posts: 1653


Aaaaaand /thread.
It wasn't an issue for the last 2 and a half years, its not an issue now.


Exactly this. No problem
1 Dec 2015, 13:27 PM
#20
avatar of Iron Emperor

Posts: 1653



In my times, people used blitz to even escape from ramming T34s :banana:


The times where you needed the blitz to evade losing your tank
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