At the moment, this costs 100 munitions and triggers as soon as the enemy steps foot into the radius of the sector.
I am unaware of how this can be countered. If there is anyone with some insight on this, please share.
My suggestion is this; what if the booby trap worked the same as the PE booby trap in vCoH, only at a cost, say, 25-50 munis for example? Since capping in CoH2 implements AoE, this would be trickier however. Maybe it could have a ticker and a 1-2 second count-down time (as the PE booby trap), giving the player enough time to micro his troops in and out of the sector/radius of impact.
Also, it would be nice if pioneers with minesweepers could detect and defuse it once capping the point, rendering them useless. This would at least create incentive on purchasing the mine defusal kit, which is so often bypassed for a flamethrower upgrade.
I think this would make traps more usable, yet at a cost within a range which causes dilemma, since players will have to choose whether to spend munis on traps, molotovs, mines, flamers, AT nades, etc. Another benefit is that it will introduce another element of micro when capping points, and increase the use of the mine detection package.
The 100 muni cost will mean we will rarely see this ability, and when it is used, I think it is rather cheesy with little to no time to react.
Any thoughts?
Soviet Booby Trap Discussion and Suggestion
26 Sep 2013, 23:39 PM
#1

Posts: 32
26 Sep 2013, 23:46 PM
#2

Posts: 240
well,PE bobby trap is free, Soviet bobby trap has to be more efficient than its mine, otherwise i doubt how many ppl will use it
26 Sep 2013, 23:54 PM
#3

Posts: 32
well,PE bobby trap is free, Soviet bobby trap has to be more efficient than its mine, otherwise i doubt how many ppl will use it
Yes, traps in vCoH had quite wide AoE, where it would gimp a couple of squad members, sometimes to devestating effect, which was kinda OP.
At a decent cost and a reasonable amount of damage, short from wiping out full squads, I think it will highly useful yet far from overpowered.
27 Sep 2013, 00:51 AM
#4


Posts: 7 | Subs: 2
The current behavior for the trap is as follows:
- The trap entity is centered on the point itself
- Minesweepers can detect this entity just as they can detect a mine
- If the trap is detected, it will not detonate, regardless of what squads enter the point to capture
- The trap can be defused like a mine
- If the point is decapped while a trap is still active on it, the trap will be destroyed
I believe what you are seeing is that some capture areas are large enough that the minesweepers detection cannot reach the point and actually reveal the trap before the squad walks into the capture zone (thus triggering the trap).
We will look into the cases where this occurs for the next balance patch.
- The trap entity is centered on the point itself
- Minesweepers can detect this entity just as they can detect a mine
- If the trap is detected, it will not detonate, regardless of what squads enter the point to capture
- The trap can be defused like a mine
- If the point is decapped while a trap is still active on it, the trap will be destroyed
I believe what you are seeing is that some capture areas are large enough that the minesweepers detection cannot reach the point and actually reveal the trap before the squad walks into the capture zone (thus triggering the trap).
We will look into the cases where this occurs for the next balance patch.
27 Sep 2013, 07:13 AM
#5

Posts: 409
The current behavior for the trap is as follows:
- The trap entity is centered on the point itself
- Minesweepers can detect this entity just as they can detect a mine
- If the trap is detected, it will not detonate, regardless of what squads enter the point to capture
- The trap can be defused like a mine
- If the point is decapped while a trap is still active on it, the trap will be destroyed
I believe what you are seeing is that some capture areas are large enough that the minesweepers detection cannot reach the point and actually reveal the trap before the squad walks into the capture zone (thus triggering the trap).
We will look into the cases where this occurs for the next balance patch.
Thanks for the clarification, Stefan.
Can someone get this guy a proper Relic dev account so his posts show up like the others?
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KoRneY: @aerafield It's possible that it is underpriced for what it is capable of now, no need to go full retard and take it immediately as a massive problem. It costs 60 more MP than a pz.3 and in 2v2 the barrage can be quite strong.
Last Friday, 19:14 PM
Last Friday, 19:14 PM
OKSpitfire: I do like that they made the Stuka more expensive instead of nerfing it into the ground though. Found it pretty unsatisfying to use before that buff a while back....
Last Thursday, 16:35 PM
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aerafield: USF already is by far the shittiest faction in terms of countering blobbing and turtling, now they supposedly have one overtuned tool locked behind a BG and it's immediately a massive problem?
Last Thursday, 13:33 PM
Last Thursday, 13:33 PM
Lady Xenarra: I think post-2.0 Whizbang buffs, the price is too low esp since the Stuka got nerfed in cost too. Speaking of which, how exactly is one supposed to successfully dive this Sherman in disguise? Med tank spam running into SSFs?
Last Thursday, 12:13 PM
Last Thursday, 12:13 PM
OKSpitfire: A powerful, doctrinal unit that outperforms stock stuff? Colour me shocked! 
Last Thursday, 10:49 AM

Last Thursday, 10:49 AM
Lady Xenarra: WTB Whizzbang for DAK instead of Stuka, 5 fuel cheape, 60MP more expensive and next to impossible to dive. 
Last Wednesday, 20:27 PM

Last Wednesday, 20:27 PM
Rosbone: It is also hard to expect Relic to help Coh2 when they cant even make working menus in Coh3 yet, 2 years after release and at full price+ for DLCs. Thats like asking a fish to do calculus.
04 Mar 2025, 02:58 AM
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Rosbone: But this last patch has made good progress for grabbing players. All we can hope is Coh3 gets to Coh2s quality level before everyone abandons the franchise. Its Relic so they will completely f*%k it up as usual. But its a hope/cope.
04 Mar 2025, 02:55 AM
04 Mar 2025, 02:55 AM
Rosbone: Relic wants Coh2 to fail so players will migrate to Coh3. It is hard to blame them since Coh3 sucks so bad. It needs all the help it can get.
04 Mar 2025, 02:53 AM
04 Mar 2025, 02:53 AM
situsgbo777: Platform game online terpercaya dengan berbagai pilihan permainan seru dan peluang menang besar. Nikmati pengalaman bermain terbaik hanya di GBO777
03 Mar 2025, 06:48 AM
03 Mar 2025, 06:48 AM
aerafield: @OKSpitfire tbh I find it quite challenging to get the Pershing in time, having to suffer through the CoH3 tickrate and this endless bullshit meta of massive blobs going back and forth to the forward heal truck
01 Mar 2025, 17:24 PM
01 Mar 2025, 17:24 PM
OKSpitfire: Well... going to be seeing the Pershing a lot for a little while, that thing is a monster.
01 Mar 2025, 11:44 AM
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