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Squad wipes due to land mines

14 Oct 2015, 02:49 AM
#1
avatar of Dr. Green Thumb

Posts: 132

Is it just me or does this happen more often than it should? I love mines, love them. But I see opponent's squads (and of course mine own) get wiped from them quite often. I feel bad every time it happens lol. Mines should take out 2 men, 3 at most. But I consistently see them take out full health 4 man squads. The grouping is so bad in Coh2 that these types of things happen. If only the grouping was better we would see less wipes due to HE shells, ISGs, mines, and less shreks/zooks taking out 3 men.

Would fixing the grouping be difficult? It doesn't even seem to be on relics radar.
14 Oct 2015, 03:42 AM
#2
avatar of Appleseed

Posts: 622

it is by placement, some terrain provide yellow covers as your unit cross over in path finding, those are the place the sq will hug each other as the stupid yellow cover system, right behind it a little bit and put a mine, where they hug already and then keep moving together, i find it is really easy to wipe a 4 men sq as they are so close to each other.
14 Oct 2015, 03:47 AM
#3
avatar of Dullahan

Posts: 1384

Honestly there's nothing wrong with mine squad wipes.

Shouldn't wait until you explode to start building detectors.

It also helps to move your squad smartly and avoid them grouping up too much. Most mines are in pretty common spots, afterall.

14 Oct 2015, 03:52 AM
#4
avatar of Appleseed

Posts: 622

when I play OKW and SU, building doors is my favor spot. OH S mine fuel on my flank where the main roads with some open gaps by the fence, teller behind light cover i usually stand in, as SU tank like to roll them over. i don't mine with USF and UKF as i spend all mu to buy Bren and Bazooka.
14 Oct 2015, 04:00 AM
#5
avatar of turbotortoise

Posts: 1283 | Subs: 4

It's not entirely L2P. Explosions were made larger in an attempt to stop instances of vehicles clearly detonating mines but not sustaining damage... You know, fixing things.
14 Oct 2015, 04:07 AM
#6
avatar of Dr. Green Thumb

Posts: 132

Honestly there's nothing wrong with mine squad wipes.

Shouldn't wait until you explode to start building detectors.

It also helps to move your squad smartly and avoid them grouping up too much. Most mines are in pretty common spots, afterall.



I don't mean grouping as in two squads. I mean the proximity of one squad's members walking close to one another. If they are more spread out it wouldn't wipe squads so easily, like CoH 1. Very rarely did a mine wipe squads unless they were already badly damaged.
14 Oct 2015, 04:18 AM
#7
avatar of Dullahan

Posts: 1384



I don't mean grouping as in two squads. I mean the proximity of one squad's members walking close to one another. If they are more spread out it wouldn't wipe squads so easily, like CoH 1. Very rarely did a mine wipe squads unless they were already badly damaged.


I know.

Squad members grouping up is predictable based on cover. Gotta be careful to not let that happen if you're worried about mines.
14 Oct 2015, 05:19 AM
#8
avatar of Basilone

Posts: 1944 | Subs: 2

Definitely one of the top 5 things (insta wipes in general) that is wrong with coh2 competitively. Low-moderate damage w/ massive suppression is better. Hitting a mine should cost you field presence, not a unit.
14 Oct 2015, 05:37 AM
#9
avatar of Dr. Green Thumb

Posts: 132



I know.

Squad members grouping up is predictable based on cover. Gotta be careful to not let that happen if you're worried about mines.


Got it. Then I guess it goes back to my original point of mines shouldn't wipe squads and grouping should be handled better. Like I said, I love mines, but it feels cheap when my opponent loses a full health vet 3 squad just because the grouping sucks. 30 munis for a squad wipe is nuts.
14 Oct 2015, 05:48 AM
#10
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

actually the counter to mines is to blob with a detector, which is ironic.
14 Oct 2015, 06:29 AM
#11
avatar of Iron Emperor

Posts: 1653

I personally have had only 1 or 2 squad whipes by mines the last few months. Did lose 80% of the time 3 squad members. It always felt to me that the soviets have the best mines to do it. But probably the schu-mine is exactly the same.
14 Oct 2015, 10:22 AM
#12
avatar of RMMLz

Posts: 1802 | Subs: 1

Definitely one of the top 5 things (insta wipes in general) that is wrong with coh2 competitively. Low-moderate damage w/ massive suppression is better. Hitting a mine should cost you field presence, not a unit.


This.
14 Oct 2015, 11:10 AM
#13
avatar of Thunderhun

Posts: 1617

Definitely one of the top 5 things (insta wipes in general) that is wrong with coh2 competitively. Low-moderate damage w/ massive suppression is better. Hitting a mine should cost you field presence, not a unit.


This.

And the fact that soviets have the best mines ingame.
14 Oct 2015, 11:22 AM
#14
avatar of SturmTigerVorgo

Posts: 307

Definitely one of the top 5 things (insta wipes in general) that is wrong with coh2 competitively. Low-moderate damage w/ massive suppression is better. Hitting a mine should cost you field presence, not a unit.

Totally agree with this.
14 Oct 2015, 11:52 AM
#15
avatar of Katitof

Posts: 17892 | Subs: 8



This.

And the fact that soviets have the best mines ingame.

The exactly same mines are used by OKW.
And doctrinally by USF.
And UKF.

The only mine soviets have that at least 1 other army doesn't are the tripwire mines.
14 Oct 2015, 11:54 AM
#16
avatar of Australian Magic

Posts: 4630 | Subs: 2

Since one the last patches, mines are nightmares.

Enough to say I lost full health Engis, Shocks and Cons to schu mine during 1 game.
14 Oct 2015, 12:13 PM
#17
avatar of Thunderhun

Posts: 1617

jump backJump back to quoted post14 Oct 2015, 11:52 AMKatitof

The exactly same mines are used by OKW.
And doctrinally by USF.
And UKF.

The only mine soviets have that at least 1 other army doesn't are the tripwire mines.


OKW. The muni starved faction, I don't see your cons getting an upgade for 90 muni. Plus mind the resource penalty. Mines can be laid, but cannot spammed like Sov does.
USF. Doctrinal, takes ages to build.
UKF. You are right here.
14 Oct 2015, 13:16 PM
#18
avatar of Katitof

Posts: 17892 | Subs: 8



OKW. The muni starved faction, I don't see your cons getting an upgade for 90 muni. Plus mind the resource penalty. Mines can be laid, but cannot spammed like Sov does.

During OCF is was proven that you don't need 10 shrecks on field ASAP to win a game, you really can spend muni on something else, puppchen and JP4 are effective AT. Muni penalty for OKW means you'll have 4 mines instead of other factions 5. Such penalty, much limitation.

USF. Doctrinal, takes ages to build.

Stats for it are still the same.
14 Oct 2015, 14:19 PM
#19
avatar of drChengele
Patrion 14

Posts: 640 | Subs: 1

Low-moderate damage w/ massive suppression is better. Hitting a mine should cost you field presence, not a unit.
+100

For the life of me I have no idea why they removed suppression from mines and howitzers when they carried them over from coh1. They were a rare instance of things that worked perfectly, were not OP but could still win you games, with five years of refinements - by the time the game was mature, nobody complained about them.
14 Oct 2015, 14:39 PM
#20
avatar of WhiteFlash
Senior Mapmaker Badge
Benefactor 119

Posts: 1295 | Subs: 1

I could not agree more, land mines wiping squads should be toned down, add suppression
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