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Sandbags Sandbags Everywhere

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15 Jul 2015, 08:31 AM
#61
avatar of AchtAchter

Posts: 1604 | Subs: 3

Counterplay should be increased:

Greatly increase their target size so you can easily destroy them with paks/raketenwerfer. Whenever I try to do that half of the shots are missing.

Soviets have no bunkers so it's OK to have superior sandbags for them.
15 Jul 2015, 08:32 AM
#62
avatar of Katitof

Posts: 17891 | Subs: 8

jump backJump back to quoted post15 Jul 2015, 08:20 AMPorygon


You are excellent as well. :foreveralone:

We both are :foreveralone:
15 Jul 2015, 08:33 AM
#63
avatar of ElSlayer

Posts: 1605 | Subs: 1

Wait a second... Cons do not get extra damage while building sandbags? O_O
15 Jul 2015, 08:41 AM
#64
avatar of Iron Emperor

Posts: 1653

15 Jul 2015, 09:06 AM
#65
avatar of Tatatala

Posts: 589

Wait a second... Cons do not get extra damage while building sandbags? O_O


I think that is every unit that can build, apart from starting units?
15 Jul 2015, 09:16 AM
#66
avatar of Katitof

Posts: 17891 | Subs: 8

Wait a second... Cons do not get extra damage while building sandbags? O_O

Only engineer squads get extra damage when building anything that have a cost or wires/tank traps.
15 Jul 2015, 09:24 AM
#67
avatar of MajorasLiepa

Posts: 105

What about barbedwire? This stuff also are OP with sandbags... In early game consripts and sandbags cant be in all places...
15 Jul 2015, 09:35 AM
#68
avatar of Iron Emperor

Posts: 1653

Barbedwire does great stuff :D
15 Jul 2015, 09:40 AM
#69
avatar of The_rEd_bEar

Posts: 760

But really though this thread is lol. Id never thought id see a sandbags op thread
15 Jul 2015, 09:44 AM
#70
avatar of ATCF
Donator 33

Posts: 587

The difference between Soviet and OKW sandbags is that the OKW sandbags can get VET 5




But remember when Ostheer spammed bunkers everywhere and their hp was nerfed, maybe nerfing hp is a good thing for Conscript sandbags aswell, or just make all units take extra damage when buildings sandbags/bunkers
15 Jul 2015, 09:47 AM
#71
avatar of Porygon

Posts: 2779

Brace yourself, King's men trench are coming.

Level: Nuke shelter
15 Jul 2015, 09:51 AM
#72
avatar of steel

Posts: 1963 | Subs: 1

jump backJump back to quoted post15 Jul 2015, 09:44 AMATCF
The difference between Soviet and OKW sandbags is that the OKW sandbags can get VET 5


:D



OT: I agree with what AchtAchter said.
15 Jul 2015, 09:52 AM
#73
avatar of Butcher

Posts: 1217

I agree. Blocking with sandbags has become a huge problem. This here costed me the game as I couldn´t crush those sandbags until T3. They blocked the retreat path and totally locked down/crippled any serious advance on that part of the map. For free.

Larger version: http://www.directupload.net/file/d/4049/giw6mieg_jpg.htm

15 Jul 2015, 09:54 AM
#74
avatar of Esxile

Posts: 3600 | Subs: 1

jump backJump back to quoted post15 Jul 2015, 07:11 AMFul4n0
just asking as a noob.....but, why flanking is not an option? you don´t even need smoke as you may need while flanking a machinegun....more than than, no other sandbag will protect the flanked sandbag as it will happen when flanking a machinegun with other one covering the flanked one...




Lol Flanking, looking at how any Axis player in the thread just dodge your post, I can tell you flanking isn't an option for Axis, its too complicated. If they can't go straight in with a blob and win, this mean the Allied stuff opposed to them is OP.
aaa
15 Jul 2015, 09:57 AM
#75
avatar of aaa

Posts: 1486

jump backJump back to quoted post15 Jul 2015, 07:42 AMArclyte
lol, bitching about SANDBAGS?

I knew this guy was an axis fanboy, but my god

Are you people serious??


lol
15 Jul 2015, 10:09 AM
#76
avatar of l4hti

Posts: 476

Just get rid of soviet sandbags and replace them with OKW and USA styled sandbags, like said before. Soviet sandbags look so dank anyway :snfQuinn:
15 Jul 2015, 10:14 AM
#77
avatar of JohnnyB

Posts: 2396 | Subs: 1

Molotovs are OP


Allied fanboys are OP
15 Jul 2015, 10:18 AM
#78
avatar of Don'tKnow

Posts: 225 | Subs: 1

The much bigger problem is wire ghosting in any way.
It is a lame,noob and annoying tactic that only encourages to abuse stuff.

Pls lelic is it that hard to give unfinished defensive positions a huge nerf so they can get easily destroyed by anything ?

Furthermore that would also effect sandbags.
15 Jul 2015, 10:21 AM
#79
avatar of ATCF
Donator 33

Posts: 587

HHHmmm Conscripts have Trench build voice files stored in their unit file, maybe replace the soviet sandbags with the "Trench" that the Ostheer can build with certain doctrines, it can be garrisoned by maxims & 120mm mortars then :O
15 Jul 2015, 10:40 AM
#80
avatar of AchtAchter

Posts: 1604 | Subs: 3

The much bigger problem is wire ghosting in any way.
It is a lame,noob and annoying tactic that only encourages to abuse stuff.

Pls lelic is it that hard to give unfinished defensive positions a huge nerf so they can get easily destroyed by anything ?

Furthermore that would also effect sandbags.


I exclusively ghost wire as OKW because it takes so fucking long to build this wire that can now be cut.
COME AT ME

I also ghost sandbag every entrance, simply because relic allows this stuff to happen.
While PTRS blow OKW/USF/BRIT sandbags you need tanks to crush krupp steel soviet sandbags.
They need just to be easier destroyed by paks/raketenwerfer.

And more important, ghosted buildings should have no collision !!! Ghosted tank traps by RE, ghosted Con sandbags & ghosted wire is pure cheese (I abuse it till it gets fixed, LELic knows no other way)
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