Flame Halftrack
Posts: 3602 | Subs: 1
It's funny, i don't hear much complainment about this unit while the ost flamer halftrack with puma callin strat has been dominating 1v1 axis for quite some time now? I mean, it's not for nothing that some mainly okw users have switched to ostheer just for this unit. And everybody can see it's quite very strong. I feel like playing against ostheer in 1v1 atleast is about how to counter the flamehalftrack. If you can't do that you are done in probably 20 mins.
It's clear that it's a strong unit, but is it too strong?
Maybe a small nerf in damage? Just suggestions. I have no clue if it's being discussed already, but i dont think so. Let me know if it is already being discussed somewhere else, bcs then this can be closed
What do you think? Constructive opinions please, no fanboy whining
Posts: 5441 | Subs: 36
Yes you get very fast vet3 with this units, BUT the vet does not really care for the flamerhft.
You don't get really strong upgrades for it.
It is always a back and forward: flamerhft is on the field, allies are in trouble. T70 is on the fiel, axis are in trouble.
Posts: 17914 | Subs: 8
251, being light vehicle, doesn't really need offensive vet, especially when its flamers are extremely strong from get go.
Vet gives it mainly mobility, but that mobility does make a massive difference for it, which we have seen yesterday multiple times.
At least it needs more then 2 seconds now to kill fully healed garrison now, but other then that, thanks to how flamers and their accuracy works, 251 is a retreat wipe machine if you commit to a chase.
Posts: 1166 | Subs: 1
Well, you can click a button and have a panic puma to counter T70, however there isn't really anything allied side that would do the same, short of AEC, which does arrive pretty early, but since brits are irrelevant, not sure if its worth mentioning.
251, being light vehicle, doesn't really need offensive vet, especially when its flamers are extremely strong from get go.
Vet gives it mainly mobility, but that mobility does make a massive difference for it, which we have seen yesterday multiple times.
At least it needs more then 2 seconds now to kill fully healed garrison now, but other then that, thanks to how flamers and their accuracy works, 251 is a retreat wipe machine if you commit to a chase.
Guards or AT Tommies? FHT is high risk, high reward unit. I don't see any issues with it. Yes it comes early but its basically relegated to covering flanks as the game progresses. T70 much better bang for buck and its ability to scale.
Posts: 515
- Increase upgrade cost
- Increase upgrade time
- Add a requirement that requires upgrading to the next battlephase (the one that unlocks T3 - this is the requirement for flame HT in coh1)
- Decreasing acceleration on the halftrack (so it dies more easily)
Etc.
I think nerfing unit performance just decreases strategic choice in CoH2.
Alternatively, to nerf light vehicles across the board, you could buff mine damage vs light vehicles. In CoH2, for example, a soviet mine will damage 50% of a light vehicle and will damage the engine.
In CoH1, mines had a 200% damage bonus vs light vehicles, and would destroy the engine instead of damaging it. This made kamakazi diving and risky play much more dangerous, and made it much easier to deal with light vehicles without getting overrun.
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If you support it properly that trade-off is worth it at a high level, and I don't think that's a bad thing.
Posts: 3166 | Subs: 6
Its access to Panzer Tactician might be, though. That ability kinda nullifies its weakness.
Posts: 3602 | Subs: 1
- Increase upgrade cost
- Increase upgrade time
- Add a requirement that requires upgrading to the next battlephase (the one that unlocks T3 - this is the requirement for flame HT in coh1)
- Decreasing acceleration on the halftrack (so it dies more easily)
I like this thinking
Posts: 3602 | Subs: 1
Guards or AT Tommies? FHT is high risk, high reward unit. I don't see any issues with it. Yes it comes early but its basically relegated to covering flanks as the game progresses. T70 much better bang for buck and its ability to scale.
Guards isn't enough. Flame halftrack is quite cheap for the damage it does imo ^^
Posts: 3602 | Subs: 1
I just want to say some points, because i saw some comments in the twitch chat.
Yes you get very fast vet3 with this units, BUT the vet does not really care for the flamerhft.
You don't get really strong upgrades for it.
It is always a back and forward: flamerhft is on the field, allies are in trouble. T70 is on the fiel, axis are in trouble.
The vet 2 gives i think the increased movement which is pretty goooood
Posts: 5441 | Subs: 36
The vet 2 gives i think the increased movement which is pretty goooood
and vet 3 : more range for reinforcement
Posts: 10665 | Subs: 9
and vet 3 : more range for reinforcement
Can you now reinforce from a FlamerHT?
Posts: 5441 | Subs: 36
Can you now reinforce from a FlamerHT?
No you can't. That is the joke of the vet
Lelic^^
Posts: 2307 | Subs: 4
Also tie the CP4 into t3. It's just silly that it's the only meta medium call-in left that isn't.
Posts: 17914 | Subs: 8
Is it possible to make it do less damage to retreating units or while it's moving? IIRC flamethrowers aren't accuracy based anymore so I don't know how well this will work. Nerf direct damage and increase the DOT so it doesn't burn retreating/moving units so well?
Also tie the CP4 into t3. It's just silly that it's the only meta medium call-in left that isn't.
You can change accuracy on the move/retreat, but not damage and flamers happen to always hit, so one thing to circumvent this would be to nerf direct flamer damage and increase DoT damage while reducing DoT duration to keep it in line, that would make it bursty against stationary units, but weaker against mobile and retreating ones.
Posts: 311
Posts: 3602 | Subs: 1
Someone mentioned high risk high reward unit, I don't see any high level risk to call it asap and upgrade it with flamer.
Posts: 2635 | Subs: 4
Permanently BannedBasicly its same situation like with old stuart and t-70 or luchs, allies in early game dont have mobile AT unit (only ptrs in m3), no mobile at, you lost on flanks. Just dont need attack with 251 guards or zooks.
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