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russian armor

Axis lights buff = guards doc every game

aaa
10 May 2016, 06:01 AM
#1
avatar of aaa

Posts: 1486

All axis lights are so much cheaper that i dont see alternative on maps with many shot blockers - semosky etc. Rest of the docs are annihilited from the game. Maybe AT-partizans into t1 instaed of penals to have non-doc counterplay?
Same units
t70 luchs - 80 fuel difference
m5 flak - 45f 120muni
etc

10 May 2016, 06:51 AM
#2
avatar of Puppetmaster
Patrion 310

Posts: 871

Build an AT gun or use mines?
10 May 2016, 06:55 AM
#3
avatar of JohnnyB

Posts: 2396 | Subs: 1

Actually using guards is the wisest of choices. I can't think at a better unit to use against axis lights and they are not bad at all against infantry. If you upgrade them with LMG they become one of the best infantry units in game.

P.S. I hate to agree with the OP which is the sum of all COH2 bias :D but this time he's right.
aaa
10 May 2016, 11:41 AM
#4
avatar of aaa

Posts: 1486

also mines nerf will be a huge nerf to whole SU faction since it doesnt have weapon upgrades for most infantry - mines compensate that now. There will be no way to spent muni effectively.

It will also be a nerf to skill level of this game
10 May 2016, 12:35 PM
#5
avatar of stonebone000

Posts: 109

if you need to learn how to play, make a post in the state office
10 May 2016, 13:08 PM
#6
avatar of kitekaze

Posts: 378

jump backJump back to quoted post10 May 2016, 06:01 AMaaa

m5 flak - 45f 120muni


Wehr HT flamer reduce to 90 ammo while its counterpart remain the same cost.

As usual, Relic balance.
10 May 2016, 13:23 PM
#7
avatar of mortiferum

Posts: 571



Wehr HT flamer reduce to 90 ammo while its counterpart remain the same cost.

As usual, Relic balance.


Then again, the Wehr HT flamer does not suppress.
10 May 2016, 13:33 PM
#8
avatar of kitekaze

Posts: 378



Then again, the Wehr HT flamer does not suppress.


But can clear building in single burst.
10 May 2016, 13:34 PM
#9
avatar of Katitof

Posts: 17875 | Subs: 8



Then again, the Wehr HT flamer does not suppress.

No, after all the buffs it outright kills :romeoHype:
If you won't notice it coming for your garrisoned HMG/squad, you'll instantly lose it.
10 May 2016, 13:46 PM
#10
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

jump backJump back to quoted post10 May 2016, 13:34 PMKatitof

No, after all the buffs it outright kills :romeoHype:
If you won't notice it coming for your garrisoned HMG/squad, you'll instantly lose it.


Damage vs garrisons from 1.25 to 1. Yep, seems like a buff... :foreveralone:
10 May 2016, 13:55 PM
#11
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Guards certainly help a lot if your opponent goes 444 or 666 but its not 100% every game. (I'm very partial to Guards myself, one of my fave units in game) You definitely don't need them for a single 222 or Luches.

222s still die to 2 ATG shots IIRC and mines still do the same amount of damage in the preview mod. I've had good success using Radio Intercept doctrines - soon as you see that first 222 you can tech AT grenades ahead of time and get an AT Gun. It really undercuts that initial shock value. Furthermore 444 and 666 swarms tend to traffic jam up if not microed well... ATG really shines there if placed near pathing blockers. Compared to Brits Soviets have it easy really.
10 May 2016, 14:04 PM
#12
avatar of alfik

Posts: 47

It's why Guards should replace Penals as a T1 unit. SU severely lacks non-doctrinal AT infantry. It would pretty much deem conscripts useless, though - it could be prevented by giving non-doctrinal PPSh upgrade packages to conscripts.

I don't get what the purpose of penals is. It's pretty much the most flavor-less infantry unit in the game. I thought it would be pretty cool if they were redesigned to be something in the vein of Osttruppen - cheap and weak cannon fodder.
10 May 2016, 14:06 PM
#13
avatar of Katitof

Posts: 17875 | Subs: 8



Damage vs garrisons from 1.25 to 1. Yep, seems like a buff... :foreveralone:

That still means that 2 bursts/1 burst+dot are enough to wipe a unit and since it starts to shoot 1 second faster, TTK vs garrisons got improved.

Consider ALL stats :romeoPro:
10 May 2016, 17:59 PM
#14
avatar of frostbite

Posts: 593



But can clear building in single burst.
fanboys hate to hear this brought up. everyone knows how strong the flame is but they make it seem like its UPed
10 May 2016, 18:00 PM
#15
avatar of frostbite

Posts: 593

jump backJump back to quoted post10 May 2016, 14:04 PMalfik
It's why Guards should replace Penals as a T1 unit. SU severely lacks non-doctrinal AT infantry. It would pretty much deem conscripts useless, though - it could be prevented by giving non-doctrinal PPSh upgrade packages to conscripts.

I don't get what the purpose of penals is. It's pretty much the most flavor-less infantry unit in the game. I thought it would be pretty cool if they were redesigned to be something in the vein of Osttruppen - cheap and weak cannon fodder.
if su got guards as t1 unit omg.. im banging anyone everyone game
10 May 2016, 18:11 PM
#16
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Guards in T1 might be interesting but the only way it would work is if their PTRS Package was a Muni upgrade - otherwise it totally breaks light vehicle play. Won't ever happen though~
10 May 2016, 18:51 PM
#17
avatar of Mittens
Donator 11

Posts: 1276

Still think the 222 at 15 fuel is too cheap for how it performs lol.
Hux
10 May 2016, 19:38 PM
#18
avatar of Hux
Patrion 14

Posts: 505

Id love to see a preview mod edit with guards in T1 and penals replacing them in all doctrines at 1 CP as a cheap call in infantry squad (maybe with slightly reduced stats). I'd never play any other allied side again!
11 May 2016, 01:20 AM
#19
avatar of Grittle

Posts: 179

jump backJump back to quoted post10 May 2016, 18:51 PMMittens
Still think the 222 at 15 fuel is too cheap for how it performs lol.


Yeah, upping it to 20 or 25 will make it all the better
11 May 2016, 14:18 PM
#20
avatar of mortiferum

Posts: 571

jump backJump back to quoted post10 May 2016, 13:34 PMKatitof

No, after all the buffs it outright kills :romeoHype:
If you won't notice it coming for your garrisoned HMG/squad, you'll instantly lose it.


HAHAHHAAHAHA no.

You lose it even if you see it coming (Personal experience as someone who would use it when Maxim spam in building happens) )))))))

(I mean suppression against targets on open field though, since a sufficiently dense conscript blob can brave the flames to throw AT nades :/
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