PPSH for free from the getgo and Stalingrad as a non-vetoble core map in coh2
Stalingrad wasn't late in the war though! It was like, toward the latter end but in the middle. |
You are a girl right? Why are you playing coh2? Dont girls play Sims?
You know the whole thing about flagrant sexism? And how it's not cool? So please don't do it? |
falls arent cheaper
It's pretty cheap when they come out of nowhere and immediately flank to win the firefight
*Ba-dum-tish* |
Shooting at the Schwer with a indirect fire unit plus an AT gun mean's dead Schwer because you will gib the unit he is trying to repair with it, and if tries to push you just dig your heels in and stop him using suppression platforms combined with some mainline infantry.
That reminds me, the poor unknowing bastard playing Soviet T1->T3 against OKW is entirely doomed when the Schwerer sets down. It's like if the Ostheer had to go against the Jackson without realistically expecting to be able to get AT guns.
If only the SU-76( )'s barrage was actually good. |
In 2's and anything higher it's easier to take down, but if you use a scouting unit like Pathfinders or an M20 you can get a look at it outside it's max range, and then shoot at it outside it's max range using something like a Sherman.
Or use an AT gun, or use a mortars....
American's have a harder time dealing with it than Soviets, but it's still not impossible.
All frontline tanks (save for the Panther, I guess), heavy or medium, have a range of 40. The Flak HQ has a range of 45. Only tank destroyers can hope to achieve what you suggest since any infantry unit can run by for the Flak HQ for it to see its target before it gets destroyed because it's a super tough building unless, again, you are using a disproportionate force of tanks against it...and I think I recall that units can shoot back at stuff firing out of the fog of war so long as they're in range from units revealing themselves out of the fog of war when they fire, so it might not even need that one infantry unit. And doing that with a tank destroyer still largely requires a ton of them unless the enemy completely doesn't notice that's happening, much like the AT gun and mortar suggestion. |
Sight for your taaaaaaaaanks. It can shut down a VP and fuel if your lucky on some maps, others you won't have the map presence to be so aggressive with it.
Sight for them to do what? It has enough range to hit frontline tanks back whenever they shoot at it and it quickly pins and wrecks any infantry that dare spot it. Pretty much the only reliable way to take it down is to feint the enemy force's onto another side of the map and then rush all your tanks into it - probably with an expensive arty call-in on it for insurance. There's no hope without horribly disproportionate forces upon it if it has pretty much any AT defenders with it - and if the OKW player has their T1 nearby it, they'll certainly have AT defenders soon enough when the Schreck blob presses R.
And I mean in team games. In 1v1 you're basically screwed unless your enemy just can't pay attention to it, in which if they can't then you can just kill it with SU-85s and Jacksons firing on its location at max range, but since your enemy apparently just can't pay attention for you to do that, that method pretty much doesn't count. |
The Schwer was designed to be how it us because T3 is incredibly important for OKW
Then they can build it in their base instead of basically being guaranteed to shut down a large part of the map in their favour because their base can easily hold off an entire medium tank, completely ignoring the rest of their forces' ability to aid it. |
Flak HQ: Why should OKW's most important building in the game be defenseless?
Shreks: We have had 3 threads about this, until OKW gets more mobile AT or not shit infantry AT options shreks are going to be a crutch OKW needs
For the same reason everyone else can only use bunkers to cover territory.
I don't think anyone has a problem with Raketens not be trash if Schreck spam gets its deserved nerfs since that would solve two problems at once. |
If we are going by raw HP being a factor for what is best, than cons are the best basic infantry in the game. That of course, is obviously not true.
Grens with the same DPS and damage will preform just as they did before, just less squad wipable.
They'd also have inflated durability from the same received accuracy modifier previously being used to compensate being 4-men and the extra man could mess with Scripts' chances against them (due to them being less vulnerable to DPS loss from losing a man).
It can still work, but just an extra man with DPS remaining alike wouldn't leave their performance exactly alike. |
Make arty do semi-reliable crits on vehicles would be pretty awesome.
70% chance crew shock
10% chance engine damage
10% chance heavy engine damage
10% chance gunner injured
Figures pulled out out my ass. Main gun destroyed might be slightly harsh, but I'm open to it being included.
It'd probably have to include another mechanic for some sort of temporary immunity to shock after being afflicted by it, because just two shells hitting the tank and stunning it still sounds like it could be pretty crazy. Crew shock lasts like 5 seconds, right?
Or you know, doing that and then engine damaging it anyway or something! |