Maybe if the stuka is vet 4 with incendiary? :}
Someone should test it.
IIRC I believe it actually works with the Sturmtiger.
Thread: Artillery Officer 9 Mar 2015, 23:27 PM
IIRC I believe it actually works with the Sturmtiger. In: COH2 Gameplay |
Thread: Strategy as allies9 Mar 2015, 23:23 PM
Guys, can we please keep this thread as a thread about strategy for allied players. Take the balance discussions to the balance forum please. (This is the gameplay forum) Why didn't you suggest building a Scott? Scott's with Jackson's are far more potent than Shermans. In: COH2 Gameplay |
Thread: Artillery Officer 9 Mar 2015, 23:22 PM
It only works with artillery pieces that use normal barrage mechanics, Iv captured a stuka before my OKW partner got abandoned and it didn't work. In: COH2 Gameplay |
Thread: Artillery Officer 9 Mar 2015, 23:09 PM
Nope, it's just a range bonus when coordinating a barrage between your artillery pieces. The Stuka isn't a traditional Artillery piece with scatter either. The only passive range bonus it gives with out coordinated barrage is from the 8 percent better artillery range bulletins In: COH2 Gameplay |
Thread: Strategy as allies9 Mar 2015, 23:01 PM
It's fairly good at it's job, unless you keep it in your base sector like an idiot. Good scatter, mobile, doesn't mess with teching. The Stuka and priest really are not all that comparable, ones a rocket artillery HT, the other is just a mobile howitzer. In: COH2 Gameplay |
Thread: Strategy as allies9 Mar 2015, 22:14 PM
It would mean you couldn't gib 4 support weapon teams at a time, or shoot perfectly accurately, or shoot beyond your range (You can do this because of the nature of the firing in a line mechanic).
So don't retreat your mortars, instead, move them forward? Yeah firing on a retreat path is a good idea but that holds no relevance to the Stuka being a perfect counter to mortars.
It is because it's the most expensive rocket artillery in the game, but it means it's a gamble. Stuka Zu Fuss should hit in a circle like every other artillery in the game does, it would make it so that you can't just kill 3-4 building in one barrage. In: COH2 Gameplay |
Thread: Rework Aircraft & AA Mechanic9 Mar 2015, 22:09 PM
If we are talking about AA mechanic, I would love to see some kinf of Air commander with, let's say, 150muni loaded fighter which would shoot down any plane that comes in. An allied commander that focus's on air superiority would be really fun, be it for Americans or Soviets. In: COH2 Gameplay |
Thread: Strategy as allies9 Mar 2015, 21:30 PM
And before everyone jumps the gun, I don't think the Stuka is fine were it is and it should hit in a circle like every other artillery piece, not in a perfectly accurate line. In: COH2 Gameplay |
Thread: Strategy as allies9 Mar 2015, 21:29 PM
It's not like the Stuka hit's a line or anything, that would mean it would be easy to predict the path of the barrage based on the way you have your units lined up. And the Stuka is totally unpredictable, which is why it's the loudest most obvious artillery in the game. *WOOSH WOOSH WOOSH WOOSH* Mmmm must be nothing. In: COH2 Gameplay |
Thread: Strategy as allies9 Mar 2015, 21:10 PM
If you move it when you hear the barrage sound you can easily avoid it. I'd love to see you doing it in time. The Stuka has the longest period in between the firing and impact of the barrage. Snipers don't perform too well against OKW (5 man volks, cheap reinforcement + Luchs), too risky. You are better off building Penal troops for aggressive play and not to mention flame upgrades. OKW has 1 cheap reinforcement unit and that's it, hitting Sturms and Obers will put a very very heavy drain on him. IIRC 120mm mortar have about 2 sec setup time and time between start of Wurfrahmen barrage sound and falling of first rocket is 3 sec. So you have 1 sec for actually moving it. Minus your reaction, minus acceleration of the mortar (which is bad). It counters players with bad micro, sure. In: COH2 Gameplay |
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