Can someone explain to me why S-mine field need a goddamn sign ? It ruins the surprise effect and makes the whole thing pointless in 80% of cases, especially since a light vehicle makes a short work of it.
The whole point of minefield is to be a part of combined arms, like you place it just on an MG42s flank, so the MG covers one direction, and the mine field protects its flank. Having a sign does not hinder this role.
No sign would be way OP, its already powerful. minefield on its own, with no suppport is supposed to be easy to counter, just like a lone MG is.
Planting them on retreat paths is cheesy, and imo not an intended feature of their design. Not sure how possible it would be, but would make a lot of sense and better balance if you could only place them in controled territory. |
ST is great. its much harder to kill than B4 thanks to armour and mobile. And it constantly forces enemy to reposition and retreat, which has huge value, just get good at canceling the shot just before it fires.
At vet 1 you can go round bullying squads without even firing it by using the grenade ability.
Obviously its great vs team weapons. As always dont just use it on its own, use it in combined arms attacks when enemy has high chance of micro overload, even if he moves the target, say a ZiS, it takes that unit out of the engagement.
Use smoke to screen it, I drop smoke in front of enemy, drive upto it and fire through, much harder to dodge as they cant see it wind up. Great vs static enemys. Even better if you have another unit to spot past the smoke. |
Seems obvious, but howitzers or 120mm mortar. Or keep dropping flames on it, but that will need muni. |
No way! Balancing nightmare.
There are loads of abilities which when combined would become ROFL stomp OP.
Hull Down + Scopes
Scopes + Frag bombs
Stuka Loiter + Elephant
etc etc etc.
Also I really believe its important you see your opponents commanders on load screen, you remember them (hopefully), if they call early units or abilities, if gives you a pointer what they have picked and you can counter acordingly.
If all commanders were custom, you wouldnt be able to keep tabs/remember what their options where, but also they could fill identical commanders with all the OP shit, just changing a single ability.
So they would ALWAYS have their favorite OP abilities, and just a case of picking the 5th thing they needed each match. Which again, is bad to play against from a tactical/ choice perspective.
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Welcome. Hopefully this is first sign of coh3 😛 |
I like to have one commander with ML20, just in case OKW try aggresive truck placements in hard to attack spots. (talking 2v2 here) As you can really mess them up.
Also just having it in your roster, can be a deterant against aggresive trucks, as they know you might counter.
But I would only pick it if im pretty sure opponent hasnt taken a commander with bomb drop, otherwise its almost instant loss as soviet.
Its not worth it for barraging front line, and barraging base is too random, they can just ignore it and do a bit of repairing here and there.
B4 is better, as if you build it forward slightly, and barrage front line units it can cause havoc easily. |
Well, easy fix, play in arranged teams, or play in smaller game modes, which tend to suffer a little less from that.
People are not playing differently.. there are just more players, mostly inexperienced ones..
If all you are worried about in this pandemic is the quality of your online games, trust me you are doing really well.
Think how many people are losing loved ones, with out being able to see them, often not seeing them for months before they pass.
Anyone with children is having a pretty tough time, its not healthy at all being couped up together and its damaging families and mental health (I know, I have 2 year old twins... lockdown is HARD).
I would dream to not have commitments in this pandemic and just sit back enjoying online gaming. |
I know some commanders are picked pro activley, but then its upto you to force that battle plan to work, and upto the opponent to shrug it off and look for the weaknesses. (obvious example being getting light vehicles vs someone spamming assault grens).
Brit having emplacements is an exception, because they have brace to help them deal with being immobile. So an off map on its own will never counter brits, but combined with several other things yeah it can help.
IF, theoretically you were to have these units mobile, would probably be better if the inf pushed the gun at the speed of cloaked AT gun, so you cant just magic your really powerful static unit out of danger, even worse being able to retreat the squad! You would have units with high reward (they are powerful), and low risk. |
These units are strong (in limited circumstances), because they are static, thats their trade off.
You are supposed to pick commanders that counter what your opponent is doing. So its about picking these static units when you know the enemy will have a harder time countering them, i.e. they have gone for commanders without off map bomb etc.
Also pak43 for example, would be way OP if you could move it forward as you gain ground, just pushing the enemy further and further back. |
Thread: Abandon3 Feb 2021, 22:19 PM
It isnt rewarded if you lose your tank, assuming your opponent is competent enough to defend himself.
Being in a position to be able to dive with a single vehicle and get something done is a failing on your opponent's part, and a show of skill on your own. If you lose your vehicle then that is already punishment enough. Handing a new vehicle to your enemy (Due to unavoidable random chance, i might add) is not at all required.
Being in a position to just hand an abandon to your opponent, without the ability to destroy it and deny it, is a failing on YOUR part. |