I think this problem could be solved if they nerf the top speed of the KV-8. You can have a full health squad and if a KV-8 shows up it can run them all down into the ground, especially if there is a road near by. All of the people saying "don't overextend your troops L2P." need to get serious.
It goes like this:
1. Okay, attack here troops!
2. Shit, a KV-8 showed up. Retreat!
3. KV-8 burns down hole squad while on retreat
If the Kv-8 had a lower top speed, then it will still do its crazy high damage while in range, but the retreat command would put the infantry out of range faster, leaving less time to burn them up. This wouldn't be unfair to the KV-8 because it would still be fast enough to chase down non-retreating infantry, which move slower. Remember, if you manage to force retreats all over the place with the Kv-8, you are winning the battle. |
Its on the ZiS doctrinally and the PaK at vet 3. Which is kinda stupid
With experience, the crew learns that it isn't always a good idea to fire the gun. |
This was a great game, thanks for posting. A nail biter right down to the finish. |
Have any of you guys seen Command & Conquer 3's replay system? It is fantastic!
-Patches have no effect on replay viewing
-You can watch the replay from your own view, any player's view, or even a commentators view.
-The commentator can draw on the screen like sports casters.
Say what you want about C&C 3 as a game, but I have yet to see a better implementation of a replay system in any video game, ever. |
Great game! When you were down to less than 75 VPs and pushed back to your end of the map, I checked to see how much game was left and there was a another 30 minutes. I knew I was in for a show.
The sniper's "patronen" round needs to do more. There was a moment by the North VP where you had one Osttruppen squad and the sniper being charged by two conscript squads. You used the ability, a bunch of lighting bolt symbols went all over the conscripts, but they just kept on running. 45 munis for that? If the ability killed one of the guys and put the rest of the squad into a suppressed state, that would be worth 45 munis.
One thing I wanted to point out is that there was a few times in the game when your triple vet pak40 had all four crew members but was down to around 40% health. You didn't want to move it back to base for healing because that would take it off the line, but it was a gamble because a weakened squad is easier to get wiped and lose the vet. I think this would have been a good time to use the Osttruppen's 20 muni med pack ability.
So much of this game relied on you holding ground in the middle to keep Strategos off the VP. Would there have been any benefit to building a trench? I almost never see trenches built but I don't know why. Do they suck?
Great game, thanks for posting! |
Hello, I was just watching a replay with the new Puma armoured car. When you hover over the first star to see what veteran bonus you get, the box says "infantry awareness". If you look at what ability the Puma actually has, it's "target weak point". |
That was a great game. Why didn't Walther use any of his munitions all game? He ended with almost 600 munis. There were so many good opportunities for a strafe or frag bomb. |
Great game, thanks for posting. You did a good job staying alive. Was that his own mine at the end that blew up? |
One change I would like to see is substantially reduced damage to retreating units. So your KV-8 gets the jump on my infantry and forces a mass retreat. Isn't that good enough? Do you really need to be able to run them all down and burn them to the ground? The speed of the tank, long range of the flames and insane damage make this very easy. |
Thread: Ram 4 Apr 2014, 19:34 PM
I didn't read ten pages of this thread, but in case it hasn't been suggested, using blitzkrieg to back up really quickly is a good counter to ram. If the tank tries to ram over too far of a distance, the engine will overheat. |