Although really, I don't know why the mortar pit can't just be one mortar. The other mortar, if it should exist at all, should be uncrewed and only crewed when an IS or RE are garrisoned. Slash the price in the process.
That, or the emplacements should be really cheap, stealable, and built without crews, with garrisoned units crewing the emplacement weapon.
Both of these suggestions are really good. I like finding ways to make it cheaper/less of an all in, it feels at the moment like you live or die by your mortar pit once you build it and it removes options for both players in that regard. |
Thread: Flamers20 Apr 2017, 00:02 AM
I want to add a question: does the flamer still do bonus damage to green cover and reduced damage to red cover? |
go to documents/my games/company of heroes 2/playback and upload temp.rec, that's your last played game |
I agree that the StGs should be all or nothing. Not only would it help balance volks (so that they didn't become such an excellent generalist anti-infantry unit) but it adds tactical depth because you have to manage how you use your StG volks vs your vanilla volks. |
Yea, if someone in a 1v1 goes 3 ISGs, you should just give them the territory around their base and fight for the rest of the map. On some maps the range on the ISGs is too damn long though, I agree. However, on most maps, you should be able to hold 2 VPs, and if he pushes out with the ISGs then you flank them.
Another thing to keep in mind is that if your mortar pit is doing damage to enemy ISGs or mortars, that's manpower drain for your opponent, while repairs are free.
I do think you need at least 1 more infantry section in your build.
PS its always nice to read a "how to counter" thread that isn't "this shit is broken omg wtf do I do" but instead looks for constructive tips. Respect. |
I too have been struggling with a good counter, but I think there are a few.
The simple, easy one is to build a mortar pit, although it's map dependent. If you can put it behind a building, and mine the approaches to it, I find it handles itself very well vs the ISG, and it wrecks enemy mortars.
The proper, more aggressive answer on most maps though is to go kill the other guys stuff. I don't know what your starting BO is, but I've been going 4 tommies into nades (cause I've played too much US in vCOH) and the thing about a mortar or an ISG is that it does almost nothing during a fast-paced flank. If your opponent spent 240mp+ on a support weapon, you should have overwhelming firepower in an infantry engagement where the support weapon can't be used. So go charge in and kill it! |
Talks about people's intelligence and misspells "standard" as "standart" in sig, no one knows how to troll subtly anymore I swear. |
I just played a game with penals to test some of the assertions in this thread, and while RNG is always a factor I found that:
LMG Grens destroy penals at mid-long range, even with a vet advantage on the penals. Flanking maybe the penals can win that 1v1 but with proper positioning you'd have to gap close and die with the penals.
A panther drove straight past some penals of mine, I targeted it with a satchel but the animation couldn't finish. Doesn't seem to me that penals are as hard a counter to tank flanks as people are claiming.
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they can stick to vehicule now
Ah, thanks. Do you have to aim it, or does it auto-lock like the cons at-nade? |
I saw everyone talking about the amazing AT nade on penals and was surprised when they only had a satchel. Against competent players I really wouldn't count that as an AT grenade. Unless I missed a button? |