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Sneaky PIAT commandos

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1 Jun 2020, 06:47 AM
#1
avatar of VIGNASH

Posts: 187

https://www.youtube.com/watch?v=u__537D1cvs&t=1725s

In this 2v2 match, the expliot of the vet0 camouflauge is insane. Once the majority of the axis side of the map is filled with yellow-cover craters, it is an open playgorund for these commandos with PIATS combo. Imagine the spam possibilities it opens lol!


I think this exploit must be fixed in someway...?
1 Jun 2020, 07:31 AM
#2
1 Jun 2020, 07:43 AM
#3
avatar of Aarotron

Posts: 563

Ost can do exactly same with stormtroopers
1 Jun 2020, 07:45 AM
#4
avatar of Katitof

Posts: 17875 | Subs: 8

What exploit?

There is nothing unintended about camo units moving through cover in camo.
1 Jun 2020, 07:49 AM
#5
avatar of VIGNASH

Posts: 187

What exploit?

There is nothing unintended about camo units moving through cover in camo.


But what if the whole side of map for ur opponent becomes the 'cover'?
1 Jun 2020, 07:53 AM
#6
avatar of Katitof

Posts: 17875 | Subs: 8



But what if the whole side of map for ur opponent becomes the 'cover'?

Then you're using arty a bit too much if at the same time you didn't wanted to give camo units permanent camo everywhere.

Camo units work only in cover.
You've made half the map cover.
1 Jun 2020, 08:44 AM
#7
avatar of Darkpiatre

Posts: 282

Since fallschirm and commando are alike, and fallschirm need to wait vet 2 or 3 to be able to move under camouflage, maybe we could implement the same thing with commando to prevent some sneaky point cap or raketen-like ramp strategy.

But you can't blame your opponent for setting up a good ambush with them.
1 Jun 2020, 09:04 AM
#8
avatar of VIGNASH

Posts: 187

Since fallschirm and commando are alike, and fallschirm need to wait vet 2 or 3 to be able to move under camouflage, maybe we could implement the same thing with commando to prevent some sneaky point cap or raketen-like ramp strategy.

But you can't blame your opponent for setting up a good ambush with them.


Yea they need to be given the same treatment as falls. Vet0 moving camo with PIAT = Raketen.
1 Jun 2020, 09:37 AM
#9
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

If only Ost had a cheap scout vehicle with infantry detection.
1 Jun 2020, 09:49 AM
#10
avatar of Kieselberg

Posts: 268

1 Jun 2020, 09:52 AM
#11
avatar of VIGNASH

Posts: 187

If only Ost had a cheap scout vehicle with infantry detection.


222s infant awareness ability is only available at vet1 (if im right) and same goes with OKW's Kubel. So, no real counter for commandos vet0 moving camo.

Moreover, both 222s and kuble die very quickly and if you keep them alive somehow till late game, you might have pop cap issues for getting late game heavies.
1 Jun 2020, 09:54 AM
#12
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3



222s infant awareness ability is only available at vet1 (if im right) and same goes with OKW's Kubel. So, no real counter for commandos vet0 moving camo.

Moreover, both 222s and kuble die very quickly and if you keep them alive somehow till late game, you might have pop cap issues for getting late game heavies.


Not the game’s fault if you’re not good enough to get a vet 1/2/3 222 early and keep it alive. Git gud.
1 Jun 2020, 09:54 AM
#13
avatar of VIGNASH

Posts: 187

Commandos witout moving camo would be bad as fuck


Commandos without moving camo '@vet0' wont be a soo bad...no one is asking for completely removing them, just move it to vet2/3.
1 Jun 2020, 09:58 AM
#14
avatar of Kieselberg

Posts: 268



Commandos without moving camo '@vet0' wont be a soo bad...no one is asking for completely removing them, just move it to vet2/3.


They would be quite an investment. MP heavy, Pop cap heavy, not really durable. And giving them at weapons takes away their cqc-power. I think it is fair. I think, it isnt much of a problem, since this is the first time i have seen this strat. GUess it is a rather nieche one.
1 Jun 2020, 09:58 AM
#15
avatar of Katitof

Posts: 17875 | Subs: 8


Moreover, both 222s and kuble die very quickly and if you keep them alive somehow till late game, you might have pop cap issues for getting late game heavies.

Then I guess its good that Kubel gets shared vet and can vet up without even firing once.
1 Jun 2020, 10:00 AM
#16
avatar of VIGNASH

Posts: 187



Not the game’s fault if you’re not good enough to get a vet 1/2/3 222 early and keep it alive. Git gud.


I'm not basing my arguements on an individual player's skill (you might be a good/high-level/top-notch/best-player-ever/first-born/micro-lord/RTS-god tier player, so kudos to you!).

This is a balance forum for the 'whole' community.
1 Jun 2020, 10:04 AM
#17
avatar of SgtJonson

Posts: 143

I don´t see a problem with moving it to a vet requirement. Should be that way imo. Sure they cost much, but they also deliver right after spawing them.
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