Guys, regarding T1 anti-vehicle counters, please be aware that Penal satchels now act as a snare. It's not the best snare in the game, but it will probably be good enough to hold vehicles at bay.
How effective/ineffective is the snare?
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Guys, regarding T1 anti-vehicle counters, please be aware that Penal satchels now act as a snare. It's not the best snare in the game, but it will probably be good enough to hold vehicles at bay.
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that's the way T1 always worked.
T1 -> good AI, weak Anti vehicle
T2 -> weak AI, good anti vehicle.
that's one of the chore mecanic of coh 2 balance between ost & soviet and it is good to see it again.
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Is it real to hit luchs with satchel? If player is not AFK.
Because other than satchel which has unknown (probably poor) performance against LV there is 0 stuff T1 that can deal with LV.
If you get 2 units of T1. Lets say sniper and M3. And axis player is doing luchs rush. There would be absolutely nothing on the field that can kill luchs even if axis player is AFK for like 1 min
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In what scenario would you only field a sniper and an M3 by the time the enemy has a luchs
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The OKW Luchs and the Ost flamer half-track are the most game winner in 2vs2 (apart from the marvelous walking Stuka that is very powerful all the time).
Sov-T1 need at least a sticky bomb equivalent to fight or Sov build diversity will suffer like it is now. No dummy snatchels, plz add stickies plz.
Apart above, It's feel like a good patch, so get it out fast.
Thanks !
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The Penal demo charge, is, actually the same as the sticky AT satchel people have been seeing throughout WBP.
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UI IMPROVEMENTS
Planting the Soviet demo charge will show a radius of explosion, like other similar abilities while planting it (similar to USF/UKF abilities)
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Relic Penals Balance Preview 1.6
Sorry but this whole scope is making most balance changes pointless.
#SaveTheCons!
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Sorry for many posts.
I didnt say only. I wou'd probably get 2-3 cons research AT grenades by the time luchs arrive. To kill luchs 5 grenades are needed. So very unlikely kill it no matter what axis player does. Even if it hit the mine and get hit by at grenade it would just retreat get repair.
Guards with sniper and cons are doing relatively ok in that case but without guards everything would fall apart.
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If you get out-teched and produce no counter, that's what happens.
Are you saying that the need to support a tier 1 pick with doctrine picks is a problem with the game?
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