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Ostheer Railway Artillery

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2 Feb 2016, 19:11 PM
#21
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

So I believe the UKF artillery operation is identical to the railway mentioned here except it fires 6 instead of 3. how about we have the same change so that Allies can also destroy schwerer/med HQ?
If this is b4's long lost brother, maybe we fix both b4 and this or both are lost forever :(

I didn't know that the UKF had a schwerer gustav, or even dora. :mellow:
2 Feb 2016, 20:00 PM
#22
avatar of Waegukin

Posts: 609

Seems way OP. Would rather have the first railway shell come out faster and shells two and three remain precisely on-target if LoS is retained.
2 Feb 2016, 20:02 PM
#23
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Seems way OP. Would rather have the first railway shell come out faster and shells two and three remain precisely on-target if LoS is retained.

This isn't really just editing railway artillery, it's pretty much reworking it. Maybe adding red flares should help them know that there's going to be an incoming hell-storm. By the way, 15 seconds should be enough time to dodge this.
2 Feb 2016, 20:10 PM
#24
avatar of Aerohank

Posts: 2693 | Subs: 1

So I believe the UKF artillery operation is identical to the railway mentioned here except it fires 6 instead of 3. how about we have the same change so that Allies can also destroy schwerer/med HQ?
If this is b4's long lost brother, maybe we fix both b4 and this or both are lost forever :(


The difference between Railway arty and the other super arty abilities is that Railway arty always hits dead center on the first shot. Making it ideal for killing emplacements.
2 Feb 2016, 20:17 PM
#25
avatar of Hans G. Schultz

Posts: 875 | Subs: 2



The difference between Railway arty and the other super arty abilities is that Railway arty always hits dead center on the first shot. Making it ideal for killing emplacements.

yet never accurate enough to finish the job...
2 Feb 2016, 20:53 PM
#26
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

It's not practical to make some abilities so expensive. Anything costing 400 muni especially on Ostheer will never be used in 80% of games with the commander.
2 Feb 2016, 20:55 PM
#27
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post2 Feb 2016, 20:53 PMTobis
It's not practical to make some abilities so expensive. Anything costing 400 muni especially on Ostheer will never be used in 80% of games with the commander.

375 or 350? Which one seems better in terms of balance, and in use?
2 Feb 2016, 21:07 PM
#28
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4


375 or 350? Which one seems better in terms of balance, and in use?

325 maybe, to make it a somewhat axis equivalent to the Brit bombing strike. Honestly I don't think this would fit in the game well, CoH2 is a lot different from CoH1 with the V1 strike.
2 Feb 2016, 21:11 PM
#29
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post2 Feb 2016, 21:07 PMTobis

325 maybe, to make it a somewhat axis equivalent to the Brit bombing strike. Honestly I don't think this would fit in the game well, CoH2 is a lot different from CoH1 with the V1 strike.
It is also locked behind a 18 CP wall, and 600 second recharge time, so I guess 325, or even 300 would fit. I only think it would fit in because it is a hard counter to emplacements, and build-ups of any kind. I like to think of it as a last-ditch-effort-style breakthrough.
2 Feb 2016, 21:17 PM
#30
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

I WIN buttons, even if they are gated behind CPs or cost are bad.

2 Feb 2016, 21:31 PM
#31
avatar of whitesky00

Posts: 468



The difference between Railway arty and the other super arty abilities is that Railway arty always hits dead center on the first shot. Making it ideal for killing emplacements.


Well, this is where I got my information from:

https://www.coh2.org/guides/39865/the-british-forces-commanders

It's under Special Weapons Regiment -> 12 CP

CookiesNcreem says it's a direct copy :p. I dunnoooooo
2 Feb 2016, 21:41 PM
#32
avatar of Aerohank

Posts: 2693 | Subs: 1


yet never accurate enough to finish the job...


I've killed every single emplacement with it that I dropped it on.

Force brace -> wait 30 seconds -> get vision -> call in railway -> dead emplacement.
2 Feb 2016, 22:01 PM
#33
avatar of Iron Emperor

Posts: 1653



I've killed every single emplacement with it that I dropped it on.

Force brace -> wait 30 seconds -> get vision -> call in railway -> dead emplacement.


I've seen it multiple times while I played with him. Really viable strategy to get rid of those emplacements.
2 Feb 2016, 22:32 PM
#34
avatar of Hans G. Schultz

Posts: 875 | Subs: 2



I've killed every single emplacement with it that I dropped it on.

Force brace -> wait 30 seconds -> get vision -> call in railway -> dead emplacement.

While it isn't a change made just to be a direct counter to emplacements, it's instead meant to make the Schwerer Gustav, the real Schwerer Gustav.
2 Feb 2016, 22:43 PM
#35
avatar of Grim

Posts: 1094

I'm up for this.

Add a couple of grandslams to air superiority to keep the balance though;)

https://en.wikipedia.org/wiki/Grand_Slam_(bomb)
2 Feb 2016, 23:24 PM
#36
avatar of Serrith

Posts: 783

Great for "epicness", for balance I'm not sold and that's what matters.
3 Feb 2016, 01:05 AM
#37
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post2 Feb 2016, 22:43 PMGrim
I'm up for this.

Add a couple of grandslams to air superiority to keep the balance though;)

https://en.wikipedia.org/wiki/Grand_Slam_(bomb)

Maybe as a seperate ability. ;)
3 Feb 2016, 01:06 AM
#38
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Great for "epicness", for balance I'm not sold and that's what matters.

Balance should be fine. It costs 325 Muni (which is a lot for ostheer), you have plenty of time to avoid it (unless you're static), and it also has an 18 cp wall.
3 Feb 2016, 01:10 AM
#39
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post2 Feb 2016, 19:01 PMTNrg


Stall for 400 munis -> win every game with annihilation victory after 12 CPs by firing it into the mainbase :foreveralone:

On a more serious note: nah, it could use some changes but realistically you can never float 400 munitions unless you have your opponent already pinned in his base.

Now at 325 Munitions, and locked at a 18 cp wall.
3 Feb 2016, 01:15 AM
#40
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

I WIN buttons, even if they are gated behind CPs or cost are bad.


It's not really an "I WIN" button, but it CAN change the game once unleashed. It's one of those abilities that can be both effective, and suck.
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