soviet beta barbed wire back?
Posts: 35
for the people that have not played the closed beta: the soviet barbed wire field was a field of barbed wire(strangely enough) that allowed enemy troops to crawl under, but only crouch, like being supressed. it had rougly the same area coverage as the s-minefield
Posts: 139
Posts: 688
Why is it better to have BW that slows the enemy rather than stop him completely?
Posts: 480
Posts: 139
I don't get it.
Why is it better to have BW that slows the enemy rather than stop him completely?
Lying prone slowly crawling through a wire field....hmmm what could go wrong?
Posts: 1006
I don't get it.
Why is it better to have BW that slows the enemy rather than stop him completely?
if they are stuck under the wire, they are a lot easier to kill and also easier to crush with a tank.
Posts: 13
if they are stuck under the wire, they are a lot easier to kill and also easier to crush with a tank.
The point is that it takes you more time to set them up than the time for the opponent to crawl through.
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Posts: 35
Posts: 35
It sort of seemed to be in the same position as the German anti-infantry minefield. Which is to say, interesting but very situational and not a replacement for proper wire.
i personally use the s-minefield quite a lot to deny lone squads from getting to my important poitns, and most of the time they really do a good job at being, well, mines!
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I.e. players with less micro would pay a much higher toll.
If that's what it is, then I don't think it'sa very fair suggestion.
Posts: 35
I sort of suspected that the real reason why some preferred it, was exactly that the unit AI would probably lure a lot more units into their sure death in unobserved wired areas.
I.e. players with less micro would pay a much higher toll.
If that's what it is, then I don't think it'sa very fair suggestion.
because not having good micro means you're not a very good player, it means that the barbed wire is unfair for people that are not as good in this game? that doesn't really make sense in my head. having a good micro is what splits the good players from the bad, in the really gg's, the micro is one of the most important things. a barbed wire field can easily be destroyed by just a halftrack driving over it with its tracks, thats doesn't require a lot of micro to, doesn't it? most of situations in coh2 will result in players with a lesser micro paying a lot higher price than players with an excellent micro.
but back on topic: for me, its not about the AI running into my barbed wire, for me its mostly because i thought it brought some diversity in kinds of defensive structures. in vcoh, the BW was exaclty the same, resulting in zero different strats between the factions by means of BW. with this new kind of wire, different strats would be actually possible.
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Posts: 35
SO, you want the old wire back to hinder new players from moving around the map? You already said that good players will crush it with a halftrack. Halftrack is one of the earlies vehicles to come out... I really can not see the point of the beta wire coming back. Even the one implemented now is pretty much useless in a good game. I only experience players utilizing wire on pripyat, and it usually fails from the start because the set up time is too long...
because only GOOD players think about utilizing the halftrack for this kind of use. average players and newbs will forget this ability and most likely ignore the halftrack to save fuel for a tank, and in that case, the barbed wire field will stay in game a lot longer, and hinder the enemy a lot longer. i do aggree with your point about the way to long set-up time for the wire...
Posts: 813 | Subs: 1
I really can not see the point of the beta wire coming back. Even the one implemented now is pretty much useless in a good game. I only experience players utilizing wire on pripyat, and it usually fails from the start because the set up time is too long...
Actualy think this is quite sad. Wire was a great part of CoH1. Reducing buildtimes and re-introducing beta wire I think could add viability to wire. Yes, you can destroy wire fast with vehicles, but then again, you cannot run vehicles all over the map all the time. Bring more wire back. Since you can usually vault over fences requires for smarter wireplay as well.
Posts: 688
because only GOOD players think about utilizing the halftrack for this kind of use.
Completely not true. Rushing for half track or scout car is the first thing any noob playing german is doing.
Apart from that, I don't find the present wire unusable, as someone said. By far not. It is very useable in the early game and - interestingly - also in the late game where VP panic spreads.
I really don't see any good reason to change wire.
Creating more equal opportunities for both sides when it comes to building defensive options, however, is a different matter, and one I think should be looked into.
Posts: 219
Actualy think this is quite sad. Wire was a great part of CoH1.
I share your oppinion on this, but I think the gameplay of CoH2 is intended to be different, hence the lack of tank traps and so on...
For the most part, I liked the value of sandbags and wire in CoH1. There was nothing wrong with it. Of course, some players "over utilized" it, but it was a fun aspect of the game when needed.
Maps in CoH2 are very open, and vaulting makes the gameplay very different. You can't just use wire/ sandbags and connect it with walls and fences to blcok your opponent. I think this is great! So why not reintroduce the old system back in CoH2? It's up to Relic's vision, I guess...
Also, about vehicles not being everywhere, I disagree. I need infantry to support my vehicles, so there is usually always a vehicle around to crush stuff. If not, props to the opponent for denying me access to certain parts of the field!
Posts: 45
Wire field placed on enemy retreat path would be devastating.
German minefields would be great as well If you could put fake minefield signs to tease opponent, Yet i think that S-mines would be much more useful as separate tile (instead 4 of them).
Sappers sandbags or trenches(similar to shell craters, not British-style trenches) would be great addition to infantry warfare, for now infantry is often very exposed in late game and being able to dig in would be very useful.
EDIT_1:
I don't think that tank traps are necessary, they was mostly used to block choke points anyway
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