Ostheer Bunker without upgrades.
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No other faction has this ability or choice.
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150 MP is cheap as chips, and at no pop cost, they are brilliant for late game high pop situations.
No other faction has this ability or choice.
USF fighting position with mg upgrade is just another bunker.
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150 MP is cheap as chips, and at no pop cost, they are brilliant for late game high pop situations.
No other faction has this ability or choice.
I see what you mean, but i'm not sure 150 mp is all that cheap, for a bunker with mg, certainly, which is why i thought that upgrades should also cost mp to bring it back to the original price, but without upgrades it's quite useless, though it's possible that i'm only thinking about high-level play. It's absolutely possible that it's fine that is ineffective without upgrades and ostheer shouldn't have the option to get uncaptureable bunkers for 50mp. I just kinda threw out the idea to see what you guys think. It would probably be too strong for 50 mp in early game, since garrisons are quite powerful, though these bunkers are quickly destroyed by mortars and at guns. But then forcing a mortar with 50 mp definetly would be strong, and ukf would have trouble dealing with it too. So 50mp is a bit extreme, 100 would probably be more fair(with 50 additional mp for upgrades). Maybe adding popcap for the mg upgrade would also work? I dunno, i'm just curios, and totally fine if bunkers stay the same.
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Yeah, I think 150mp is a valid price for a buildable garrison that can be used only by one side. I wouldn't mind it having more shooting spots though, as right now the only unit that is useful inside is mg team.
But the mg can only face one direction, and since mortars now do a lot of damage to garrisoned units, the mg crew is more vulnerable to them, and can't really do anything to a flanking squad either. I think the mg inside the bunker is only useful against long range blobs, like tommies or paratroopers with lmgs.
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Add a pop cap to them and you can do what you like.
If anything they should get a free rifle nade or arty ability when a squads is inside the bunker
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If anything they should get a free rifle nade or arty ability when a squads is inside the bunker
And be damaged by small arms
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And be damaged by small arms
Please tell me more about your bunkers getting destroyed by small arms
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But the mg can only face one direction, and since mortars now do a lot of damage to garrisoned units, the mg crew is more vulnerable to them, and can't really do anything to a flanking squad either. I think the mg inside the bunker is only useful against long range blobs, like tommies or paratroopers with lmgs.
the idea is to deter raids. On certains maps they are useful for locking down a remote vp, fuel, or munition on your side of the map.
It will force the enemy to dive with tanks, atg, or mortar, all of which are vulnerable diving that deep.
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the idea is to deter raids. On certains maps they are useful for locking down a remote vp, fuel, or munition on your side of the map.
It will force the enemy to dive with tanks, atg, or mortar, all of which are vulnerable diving that deep.
Isn't the idea to spot for your snipers/mortars/at guns? Isn't that why they see further than they can shoot.
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I'm speaking in terms of team games of course and it just feels like come the late game they're all over the map with no MP drain or pop cap for the owner.
I know they cost munitions but in team games this is once again no large issue.
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i stilla cant get behind the fact that the UK sniper can counter bunkers
more funny is that guy with mg is imortal so u know
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Its especially annoying in team games as all the good players will lock down flanking opportunities for no pop cost usage at all. They also tend to follow up any advance with bunker spam too.
Yes you can deal with them in various ways but the levels of spam in team games make them a real pain to deal with. And yes, USF also get fighting pits but they are inferior to the MG bunker in every way and not as spammable (only rear esh can build em).
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