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Infantry Support gun one-shotting squads

4 Jul 2014, 11:03 AM
#21
avatar of wiatros

Posts: 31

jump backJump back to quoted post4 Jul 2014, 10:29 AMfranko

I will be supported and in same time US arty is not so accurate so arty vs arty and OKW wins.
It needs to have less dmg or worse accuracy.


Its so expensive that if okw player decide to buy it, he will be even more susceptible to ally blob. Its fine as it is, just look on some replays, not so many people buy that isg anyway. I tend to get one from time to time and it works wonders when enemy charge mindlesly at me with bunched up rifle blobs (like 5 squads grouped together). Then for sure it will kill stuff, maybe not the units it was shooting at but the ones arround. But thats not the problem with isg, its just a problem with US player who clearly lack some common sense.
4 Jul 2014, 11:08 AM
#22
avatar of Katitof

Posts: 17892 | Subs: 8

jump backJump back to quoted post4 Jul 2014, 09:52 AMfranko
Infantry gun is OP like hell, laser accuracy, can wipe vet squads in one shot, same speed when moving that normal infantry so it is hard to catch up... OKW is just sitting and spamming inf guns and AT


No, not really.

If anything, USF PACK howitzer should match it with range, but ISG is a fine unit that is very well needed for the faction as it is the ONLY menpower only counter for weapon teams and given its price, it better be effective at it.

OKW doesn't have sniper or effective infantry that could quickly flank or just position well and outgun it in green cover in early game, they NEED that gun to punish weapon teams, because they have nothing else that would do the job, all other armies are packed with anti weapon team tools, OKW have just that.
5 Jul 2014, 03:34 AM
#23
avatar of franko

Posts: 41



No, not really.

If anything, USF PACK howitzer should match it with range, but ISG is a fine unit that is very well needed for the faction as it is the ONLY menpower only counter for weapon teams and given its price, it better be effective at it.

OKW doesn't have sniper or effective infantry that could quickly flank or just position well and outgun it in green cover in early game, they NEED that gun to punish weapon teams, because they have nothing else that would do the job, all other armies are packed with anti weapon team tools, OKW have just that.

learn to use strurmprionners pelase and regaring cost US howitze 480, OKW 420 and in same time US cant hit a thing... and i never saw killing entire vet squad in one shoot.
5 Jul 2014, 03:41 AM
#24
avatar of The_Courier

Posts: 665

My beef is more with the US support gun being awfully worthless. The OKW one seems balanced, manpower-expensive artillery designed to counter weapon teams. The US gun can't hit the broad side of a barn and has a very short range.

I mean, if you get lots of support weapons, it's kinda normal that artillery ruins your day. Hard counters, ho!

That said, the artillery you need to watch out for is Walking Stukas. These damn things dish out ten times more pain.
5 Jul 2014, 04:12 AM
#25
avatar of JHeartless

Posts: 1637

Infantry support gun is needed as mentioned above. It also costs a lot more than a 240 mp mortar so it should perform accordingly.

And the courier I don't play large team games often but I find the walking Stuka inconsistent and overpriced. It either whipes or it does nothing at all and comes with a crippling fuel cost.
5 Jul 2014, 04:19 AM
#26
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2

Yeah the ISG is pretty strong, but at 420 manpower and the only early game unit in its tier it should be reliable. The US variant however, is completely worthless.
5 Jul 2014, 04:30 AM
#27
avatar of The_Courier

Posts: 665

Infantry support gun is needed as mentioned above. It also costs a lot more than a 240 mp mortar so it should perform accordingly.

And the courier I don't play large team games often but I find the walking Stuka inconsistent and overpriced. It either whipes or it does nothing at all and comes with a crippling fuel cost.


Depends on map. On decent open maps, it's kinda limited. On shit, cramped maps it's godly.

I find that the two new factions are extremely map-dependant as a rule.
5 Jul 2014, 04:31 AM
#28
avatar of Dullahan

Posts: 1384

Yeah the ISG is pretty strong, but at 420 manpower and the only early game unit in its tier it should be reliable. The US variant however, is completely worthless.


I've found them both quite useful.

5 Jul 2014, 04:36 AM
#29
avatar of coh2player

Posts: 1571

Walking stuka is great for maps like Semoisky with choke points and against blobby players. The IR halftrack makes it even better.

Both IG and 75mm Pack... I never build them. The cost is effectively that of 1 1/2 squads for me and I'd rather have more infantry.
5 Jul 2014, 05:12 AM
#30
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2



I've found them both quite useful.



It might just be a case of bad RNG for me.
5 Jul 2014, 07:20 AM
#31
avatar of MarcoRossolini

Posts: 1042

I can agree on the pack howie, I've seen nothing useful from it at all. As a counter versus le.IG it's pretty pitiful as well I've found. It just does nothing in my experience. Meanwhile I regularly see the le.IG doing tank level damage to vehicles. If there was one thing I'd change about it it is its penetration versus Stuarts etc. You hardly need the armour piercing rounds when it can penetrate lighter tanks so reliably.

I don't blob (or try not to in any case) but the le.IG still regularly kills 4-5 guys in a squad at critical moments, which often results in a squad wipe.
5 Jul 2014, 07:57 AM
#32
avatar of Katitof

Posts: 17892 | Subs: 8

jump backJump back to quoted post5 Jul 2014, 03:34 AMfranko

learn to use strurmprionners pelase and regaring cost US howitze 480, OKW 420 and in same time US cant hit a thing... and i never saw killing entire vet squad in one shoot.


Yes, that sturmpio flank will help you oh so much if there will be garrisoned HMG.
5 Jul 2014, 08:50 AM
#33
avatar of REforever

Posts: 314

I'v never had my ISG's one shot a squad unless they had 1 or 2 models left, so either you're lying or the RNG gods hate me. The ISG for all intents and purposes is decent/good and performs moderately well given its price; I'v played plenty of games so far where an ISG or two really saved me from being overwhelmed, or dealing with MG spam. It's also capable of helping your Volksgrenadiers and Rakatenwerfer deal with early light vehicles, and it gets even better once it reaches level 1 veterency.

If anything, the price should be a bit lower but aside from that it's generally worth its metal(In 2v2's at least) but it rarely one shots squads as you claim.
5 Jul 2014, 11:54 AM
#34
avatar of drChengele
Patrion 14

Posts: 640 | Subs: 1

I'v never had my ISG's one shot a squad unless they had 1 or 2 models left, so either you're lying or the RNG gods hate me.
Don't worry, the "ISG one-shotting vetted squads" thing does not happen. The ISG destroys the team WEAPON (mg, mortar, at gun), which results in a squadwipe. People have a habit of reinforcing, but not fixing, their team weapons such as MGs, AT guns etc.

It's like having a Panther with 1% health, not fixing it, encountering a t34, and coming to the forum to complain "wtf t34 oneshotted my vet3 Panther omg nerf Relic plz!".
5 Jul 2014, 12:07 PM
#35
avatar of Cyridius

Posts: 627

There are more one-shot-kills in this game than in PlanetSide 2, and that's saying something.

And as in both games, they're a matter of poor design. It doesn't happen much in 1v1 games simply because both players are focused on far more mobile play and ordnance only really comes into play against static positions.

But it happens. And in team games it's, frankly, out of control. But we all know Relic only give's a fuck about 1v1, despite the fact 2v2 has a higher skill ceiling. But whatevs.

Anyhow, the ISG isn't the only artillery piece that can one-shot squads, RNG permitting. Mortar teams, USF arty tank, etc. are all capable of it.
5 Jul 2014, 19:29 PM
#36
avatar of _underscore
Donator 33

Posts: 322

I just had one 1-shot two squads that were bunched up on a capture point. I was thrilled but also a little puzzled. At least there should be a decent explosion or something because currently it fires this little pellet and then all the squads just disappear :-o
7 Jul 2014, 03:35 AM
#37
avatar of Ossy

Posts: 42

The high manpower cost of the ISG does not justify its performance. It is by far the best mortar in the game. It is too accurate and does too much damage to vehicles.

Either decrease the rof or decrease its accuracy. Now it does have both.
7 Jul 2014, 10:45 AM
#38
avatar of OZtheWiZARD

Posts: 1439

jump backJump back to quoted post7 Jul 2014, 03:35 AMOssy
The high manpower cost of the ISG does not justify its performance. It is by far the best mortar in the game. It is too accurate and does too much damage to vehicles.

Either decrease the rof or decrease its accuracy. Now it does have both.



I think it actually does.
OKW units are specialists in what they do. You start to nerf them all and soon there will be nothing left to use. Look what happened to flak truck. Completely useless while US one rage on the field killing everything. Recent meta is to get 2 of them and completely dominate. I don't even build it anymore because it will get killed 5 minutes after. You got enough problems early game as OKW.

and
7 Jul 2014, 23:03 PM
#39
avatar of and

Posts: 140

jump backJump back to quoted post7 Jul 2014, 03:35 AMOssy
The high manpower cost of the ISG does not justify its performance. It is by far the best mortar in the game. It is too accurate and does too much damage to vehicles.

Either decrease the rof or decrease its accuracy. Now it does have both.


I can't handle it. It bleeds me out all game. I mean, if there were a way to counter it, but there isn't. If you somehow manage to surprise the OKW player and flank the ISG, the lack of teardown and fast movement speed makes it impossible to kill.
7 Jul 2014, 23:21 PM
#40
avatar of Dullahan

Posts: 1384

It destroyed the gun, which instakills the squad.

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