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russian armor

All factions can create green cover except?

14 Sep 2015, 08:34 AM
#21
avatar of Katitof

Posts: 17891 | Subs: 8


tech is tech no matter how you look at it dear ketetof :welcome:



So which three new and separate units bar package unlocks for us? :snfBarton:
14 Sep 2015, 08:35 AM
#22
avatar of MoerserKarL
Donator 22

Posts: 1108

jump backJump back to quoted post14 Sep 2015, 08:28 AMKatitof

For exactly the same reason you can't use ost bunkers.


okay but who gets OH bunkers only for green cover? Its most of the time upgraded. I mean your right...but they could change this, that every faction can use bunkers, trenches, fighting positions without upgrade.
14 Sep 2015, 08:47 AM
#23
avatar of Strummingbird
Honorary Member Badge

Posts: 952

Giving sandbags to pioneers would probably be fine, because in the earlygame pioneers spend their time wiring and past the midgame are pretty much always busy sweeping mines, repairing, mining, and capping.

It also means that you can't walk up to the enemy fuel or cutoff- with one squad- and just sandbag + sit in cover and deny, like conscripts can, because staying at range with any regular squad, even in the open, will still always beat pioneers in green cover.

Grenadiers being able to build green cover would be crazy OP though. Maybe if it were locked behind an alternative upgrade (like section Medic vs Pyrotechnics), except with LMG42 vs Cover construction... anything to reduce the no-brainer mandatory LMG42.
14 Sep 2015, 08:47 AM
#24
avatar of AchtAchter

Posts: 1604 | Subs: 3

So far not a single argument why ost shouldn't have stock sandbags.
Brits are pretty similar to Ostheer with their main infantry and nobody cries that sandbags are op or disturb the balance when you park an Infantry Section behind green cover with two lmgs.
14 Sep 2015, 08:58 AM
#25
avatar of Strummingbird
Honorary Member Badge

Posts: 952

So far not a single argument why ost shouldn't have stock sandbags.
Brits are pretty similar to Ostheer with their main infantry and nobody cries that sandbags are op or disturb the balance when you park an Infantry Section behind green cover with two lmgs.


Grenadiers are way better than Sections in just about every situation for cost, right up until sections get vet + brens, and at that point there are other means to dislodge sections in sandbags (snipers being the choice numero uno, mortars being also very useful). Lategame sandbag camping is also nullified by medium armor. Grenadiers being able to build green cover anywhere in the early/midgame, effectively zoning out any other enemy squad, would be a whole different can of worms.
14 Sep 2015, 10:11 AM
#26
avatar of Looney
Patrion 14

Posts: 444

Giving sandbags to pioneers would probably be fine, because in the earlygame pioneers spend their time wiring and past the midgame are pretty much always busy sweeping mines, repairing, mining, and capping.


Pio's wire the fastest of all engineers as well btw, ost it's ability to deny green cover is second to none. Snipers, mortars, wiring and rifle nades are great tools to deal with green cover.
14 Sep 2015, 10:17 AM
#27
avatar of F1sh

Posts: 521

Because they have the best MG, best sniper, best mortar, best AT gun (except maybe 6-pdr). And those OP rifle nades, and their core infantry can upgrade to the best LMG in the game. They can make MG bunkers and reinforcement bunkers. Is that not enough.
14 Sep 2015, 10:19 AM
#28
avatar of Mackie

Posts: 254

jump backJump back to quoted post14 Sep 2015, 10:11 AMLooney


Pio's wire the fastest of all engineers as well btw, ost it's ability to deny green cover is second to none. Snipers, mortars, wiring and rifle nades are great tools to deal with green cover.


agree, In general they're just vastly superior in the long range frontline warfare.
DeC
14 Sep 2015, 10:51 AM
#29
avatar of DeC

Posts: 102

They are not vastly superior. USF can wreck them with bar/1919 blobs. ommandos can wipe their whole units in the blink of an eye. And cons are slighty superior early game.
14 Sep 2015, 11:14 AM
#30
avatar of ofield

Posts: 420

give USF a heavy tank and rocket artillery and you can have cover. Oh snap Pershing and Calliope incoming.
14 Sep 2015, 11:18 AM
#31
avatar of SirRaven of Coventry

Posts: 167

Permanently Banned
Soviets don't get bunkers. Fair enough for me.
14 Sep 2015, 15:32 PM
#32
avatar of Keaper!
Donator 11

Posts: 135

I wouldn't mind seeing it under a commander, much like Infantry Company. Definitely not needed for stock though, can you imagine lmg grens with free green cover everywhere? No thanks.
14 Sep 2015, 15:36 PM
#33
avatar of Strummingbird
Honorary Member Badge

Posts: 952

jump backJump back to quoted post14 Sep 2015, 15:32 PMKeaper!
I wouldn't mind seeing it under a commander, much like Infantry Company.


It's already available in a commander- Community Defensive Doctrine. In other words, it isn't available in any commander you might even consider bringing along, let alone using :P

14 Sep 2015, 16:00 PM
#34
avatar of Zansibar

Posts: 158 | Subs: 2

>Most varied faction in the game
>No sandbags

The horror

:foreveralone:
DeC
14 Sep 2015, 16:40 PM
#35
avatar of DeC

Posts: 102

^ Dat avatar thou
14 Sep 2015, 16:48 PM
#36
avatar of braciszek

Posts: 2053

Strummingbird is the most honest one here, but...

Its a small weakness that can be easily overcome. Grens being able to build sandbags would be pretty retarded, though.
14 Sep 2015, 16:54 PM
#37
avatar of Zansibar

Posts: 158 | Subs: 2

jump backJump back to quoted post14 Sep 2015, 16:40 PMDeC
^ Dat avatar thou


Avatar of a US paratrooper.

Signature of German Leopard 2s.

What are you trying to imply?
14 Sep 2015, 18:18 PM
#38
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Sandbags as an upgrade or LMG42/Faust as upgrades and sandbags on Pios.
15 Sep 2015, 00:19 AM
#39
avatar of ClassyDavid

Posts: 424 | Subs: 2

OST already have bunkers, even aren't to bad as a choice considering they are superior to sandbags at the cost of 150 MP, just fix the bug of where Grenadiers don't fire until close (grenade) range. OST doesn't really struggle with MP any how.
15 Sep 2015, 04:59 AM
#40
avatar of Grumpy

Posts: 1954

Ost should at least be able to make sandbags, but along those lines, RE's should also be able to lay mines.

Also, bunkers and fighting pits should have a really small target size so that AT guns and tanks don't destroy them nearly instantly. They should still take damage from HE attacks, but probably not as fast as they do (with Ost mortar taking about a minute to destroy pit), and flames should absolutely wreck them. Adding a token pop cap could discourage spamming them.
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