so once okw puts all their trucks down and invests almost 1000mp in indirect pak howies have a hard time good to know
Well they are going to do that anyway as part of normal teching soo? If usf goes pak howie they have to lock put other options, tech to get it as well as it expensive also. Have nothing but inf mostly to stop you from pushing the pak howie away. Wont have .50cal to stop inf from pressing. Maybe usf flak truck i guess.
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Why change Rifles medium damage, it actually gives them a place now where they can excel. Finally stopped complete sturm bum rush re eches and the first rifle squad with sturms and winning 80 percent of time, now rifles can actually drop models when in proper range. Even now you have a good chance of rushing a lone rifle squad with sturms and unless rifles drop at least a model while they are running and then get to your green cover you lose. They have always had better medium range dmg but it never worked on rifle because of them almost always losing a model or 2 vs long range volks and grens. Why they did it in the first place. |
JagdT, elephant, isu152, church croc. Lol yes axis would lose the game if they lose one of those like the panther, tiger, kt, jagpanzer dosent exist. To be honest panther spam is more effective vs allies than the above options. The reason why is pop cost and even costing more are just as easily spammed late game, can take a beating and trade hits with allied tds not to mention circle them plus smoke and blitskrieg in most popular doctrines making it not that difficult to do.
The reason the time should be increased is any of the above tanks losing is not punishable enough, and if you lose a jagd or ele or 152 with their range and the vision you would probably have in a 4v4 then you deserved it. Their pathing isnt that bad and im pretty sure they all have heavy crush so further adds to pathing not being valid. Sure il2 bombing stike can work well but there is no way even your slow moving heavy gets hit by it if you back up as soon as you see it deployed or simply move fwd to the side.... works in a straight line im counting on idiots that would reverse back in a straigh line duh. |
All super tanks in 4v4 Have huge impact and the cool down definitely helped but in reality why is it not a one time call in. It would help balance in 4v4 while not effecting 1v1. Its an obvious you fek up with it you get punished seems pretty simple to me. It would make for much better gameplay and high risk high reward manuevers. |
Whats even funnier its cheap so even if you lose it make another one, allies wont steal it because it sucks vs axis tanks. Highly effective one allied tanks low armor small hp pool. |
it's literally the same stuff as ur old thread
https://www.coh2.org/topic/103793/why-does-rak-need-retreat
"I see no reason for it to have it anymore. It's got almost the same range as all the other AT guns, camo at vet1, and a 5-man crew to prevent it from getting instakilled by explosives (which now makes it almost impossible to grenade to death even retreat notwithstanding). Removing retreat would make people actually use it like an AT gun instead of just blobbing them up in groups of two or using it like an infantry squad with a giant AT rocket."
"No gunshield and 55 range.
/thread"
always same arguments
Well cause it is true also doubles as a free scout tool too. Cant be everywhere at once and once you see the rak push send allied inf you hit retreat do it again click A move amazing. No way to punish it with out a calliope really. |
Well nerf the pak howie then deal with double liegs camped around schwerer, nothing but constant harrasment and none from usf. Liegs not as good as the pak howie sure but you can full court press the pak howie impossible to do to liegs not to mention once stuka comes just delete it wowowowowowoow ok. |
Spacing of the troops manning it is really good now too so grenades dont even have a good impact |
There are certain maps such as crossroads winter that allow the placement of the Tier 4 OKW Schwerer structure near a base entrance while its main gun range can effectively cover and zone out both a cutoff and a fuel on that side. This allows an unfairly powerful strategy of safe Schwerer placement that gives you way too much of a benefit, allowing you to lock down that fuel point and then focus your entire army's attention to the other side, effectively denying your opponent any side switching while you're free to attack his side's fuel. You also don't allow him to switch sides if you take the side he's on, or harrass your fuel. This leads to very consistent fuel income that can be combined with a BGHQ tech path into a very fast P4 or doctrinal Ostwind. The counter strategy of building one or two AT guns to kill the Schwerer is too much of a requirement and risk (720mp spent on AT guns to kill it and you're losing infantry fights hard because of it) vs OKW having 0 risk in just placing it outside their base where they can reinforce and come out to fight it, not to mention how quickly Spios can repair it and allow the okw army to flank the AT guns and if they win the engagement it's gg because the infantry retreats but the AT guns can't. This strategy is too powerful for too litle a risk.
My proposal for a solution to this issue is a reduction of the T4 building’s gun range from 50ish to 40m, reducing its zone of control and allowing harrassment of either fuel or cutoff or both,
This guy must be a genius or something. Iq of 110 or more he gets it. |
Soviets still suffer from the weird gunner killed Repeat and die okw flame nade and 22 flamer, basically.
Then stuka comes and deletes them anyway, that at gun is annoying delete it😀
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