You also can't use them in close quarters engagements which is where grens start to fall apart.
I also don't think the lethality of the nade is the problem. Its the way units bunch up in cover that is the problem. 30 munitions to take out 1-2 models isn't worth it.
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Thread: Suggestion / realistic fix to German rifle nades.20 May 2015, 22:32 PM
In: COH2 Gameplay |
Thread: Tip of the Week #9 - OKW Truck Placement19 May 2015, 23:28 PM
Imagine yourself in you enemies position, hard to kill but annoying to ignore . for the road to kharkov id have placed the Panzer HQ a bit farther back on that road so only AT guns on the open road can hit it but it still covers the cutoff point. The AT guns want to be able to shoot at the building from a safe location OR at least have a safe retreat. If you can place it in a spot that gives the enemy neither then its in a good spot. In: Guides |
Thread: USSR FHQ Ability OP19 May 2015, 00:09 AM
Yah mortar half track is probably the best counter to FHQ. It comes a roughly the same time as the FHQ and can destroy it pretty fast IF its not guarded by conscripts that can AT nade the MHT and kill it. FHQ are not invincible but under certain circumstances they are truly an early game winner. That is talking about 4v4 3v3 and sometimes 2v2 on certain maps (ettlebruck). In: COH2 Gameplay |
Thread: Allies (Mainly USF) TD spam.18 May 2015, 23:54 PM
I agree. Smoke is great but not OP. In: COH2 Gameplay |
Thread: Allies (Mainly USF) TD spam.18 May 2015, 19:31 PM
one of them costs 10 munitions, the others cost 30+30= 60. Big difference Also, one of them is a snare and the other is a get away plan. Smoke won't help you if you hit a mine. Best counter to flanking panthers IMO. In: COH2 Gameplay |
Thread: No tech demo just poor design.16 May 2015, 23:19 PM
can we just have Demos as a LATE GAME ability? Having 1-2 squads wiped in the early or mid game for 90 munition makes a comeback next to impossible. In: COH2 Balance |
Thread: No tech demo just poor design.10 May 2015, 16:58 PM
SU 76 In: COH2 Balance |
Thread: Balance of power has shifted to Allies in 4v4AT (imo)10 May 2015, 03:31 AM
Second I would argue squad size of base infantry, if a grenadier squad picks up an mg42, you're left with 1 model on your grens; if a script squad picks up a mg he can continue fighting with 3 models left and neither squad has to retreat. If a grenadier squad loses 1 model he takes a 25% decrease in dmg output - scripts take a 17% decrease dmg output. Scripts allow you to recrew a beat down maxim without retreating or the use of a halftrack; allowing you to continue fighting without investing in a mobile reinforcement unit. Thats why Ost gets the earlier Half track. Imo its one of the most needed units Ostheer has and is a fundamental unit to the faction, especially on larger maps. I understand the frustration of recrewing weapons as Ostheer all too well. I would like to see an option to recrew weapons with the desired amount of men so that all 3 man squads can recrew weapons. In: COH2 Gameplay |
Thread: OKW Op.... really?8 May 2015, 16:02 PM
I just don't like the core infantry dependence of both the WFAs. OKW and USF are boring imo. The biggest problem i have with OKW is that 66% of their units require a fair bit of fuel but they have the least of it. USFs have a similar problem but without the fuel nerf. Compare this to ostheer or soviets who can easily play the whole game waiting for call-ins... In: COH2 Balance |
Thread: How to deal with rifle nades8 May 2015, 01:11 AM
I find the issue is purely that of micro. If everyones micro was perfect, ( i know it isnt ) then having your squad bunch up and the enemy uses rifle nade is beneficial because you will dodge it and cost the Ostheer player 30 munitions In: COH2 Gameplay |
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