The 'realism' thing ain't helping.
Yeah, most of the German commanders need sassing up.
Kinda agree. IMO, there seems to only be a handful of abilities that are useful
1.Ostruppen
2. Sector artilery
3. from the looks of things, everything in the tiger/Opel Blitz tree
What I really want to see is prop war coming back. Prop war was really good
For discussion about the clown car, please go here http://www.coh2.org/topic/4246/how-to-fix-the-clown-car |
Might be fine against a T1 start, not going to work against a T2 start.
Here's why. By the time you've pumped out your first sniper, the first PG would have come out for the ostheer. And the ostheer would have capped far more of the map than you (2 pioneers at least vs 1 combat engineer who's capping has been delayed). And I can certainly get a scout car out before you start laying mines as well.
Nice try, but it's not going to work against every strat that's out there. |
The really good players don't even use it. I got mauled by a guy so good at micro, there was only the site of the T 34 and lots of inf on the field...no need for Clown Car. The Car is used for quick tactics to fight off better players than yourself usually who like to mg spam. Then....you can gain a foothold and pray he doesn't come back to win....which he might. In my opinion, a better player is a better player...and that's that. I lost as Soviets vs a gren spam master and I lost vs a scripts spam master...had no chance either way. Quit whining about the clown car already. Rage quit if you see one....no one really cares. Just keep grens close...or get out your own AC with upgraded gun....then he's toast. If you have bad map control, you're gonna most likely lose unless you pull off a Qvazar.
Yeah, personally, I do not like using the Clown car - I believe that it's broken and no game is fun being centered around this. Personally, I prefer T0->T2->T4 as soviets, but I prefer playing ost these days because it's harder
I'm talking more about 2v2 and 3v3 where it's certainly viable for you to build 2 sniper cars and your ally to pump out AT guns and Maxims. With this, the 2 sniper cars are uncounterable in the early game. You certainly do not want to faust the sniper cars at all! I've tried this and it's more ridiculous than Barton's (or inverse's) famous SSSSS strat because how can you kill a sniper that moves quickly and barely takes any health damage?
The Clown car desperately needs a fix and no-one wants it to become another bren carrier. |
Strummingbird
Yeah, it would have been fine if it weren't for the two (or one after they nerfed the flammenwerfer) most abused vehicles in the game.
If they drastically change the M3, I'm fine with the change but right now, it's impossible to faust the M3 without taking some flame damage.
And let's not talk about snipers either. |
In a related note
Here is something from today's patch notes
"Anti-Tank grenades and Panzerfaust:
- Range reduced from 20 to 15"
Um, relic, why are you effectively buffing the most abused unit in the game?
@Strummingbird
Standard rifles/smgs do little or no damage anyway... you might as well say nothing at all. Maybe the T0 Idea can work if the M3 can reinforce. Otherwise, it's unviable.
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Okay, so nobody likes the Clown car (ahem, Bren Carrier) in it's particular form. The flamethrower in the clown car is bad enough, but guards and snipers shooting from them? That just breaks the game. I was trying building multiple sniper cars... let's say, the grens can't even get a faust off because the snipers just kill the grens before they can even get a chance to fire the faust.
What I think that we should do with the Clown car is to say that infantry cannot shoot from the clowncar in general. The whole opening should be more focused on infantry dancing around VCOH style (which is interesting) and not clown car/flamer rush into enemy lines which is broken... Given you get 2 kills per time you rush the clown car in, it is always going to be cost effective MPwise.
However, the russians will probably need their own version of the flammenwerfer (in order to break MG42 walls) so what I propose is that the clown car can come with an upgrade costing 60-70 munitions to install a flamethrower in the clown car (same as getting a flamethrower on a combat engineer). It however, cannot transport infantry afterwards (same as the German flammenwerfer). To balance this "nerf", the clown car should only be made slightly tankier with a little bit more HP.
Thoughts? |
Trust me man if u get it to vet 1 i will give u a free copy of coh 2
It is gonna be a hard journy to get vet 1 with conscripts HOOORAH spamming to ur sniper or that Bren carrier with snipers or flamers inside
Kay, free copy to me plz. I got 20 cons kills withe sniper before.
The idea with the sniper is to keep it more in the background with grens screening the sniper. Eventually, your grens will win because the sniper's picking off the cons. This is very similar to the role that the sniper played in Rifles vs Volks. Volks would end up winning because the Wehr sniper is picking off the rifles.
At the end of the day, the Ostheer sniper's worst enemy is indirect fire, esp when countersniping is really difficult if you keep your sniper at the back. |
What FUBAR design decision creates parity between a clunky hand-held grenade and a freaking *rocket?*
Can someone confirm the launch range between a sticky and a Panzerfaust in COH1?
Whatever the case is, I'm almost certain you couldn't throw an AT nade 60 metres. Otherwise, the accuracy will be rubbish. |
And they further nerf panzerfaust, what the fuck are they thinking?
Don't M3 and T70 trouble Ostheer enough?
Looks like they really want you to build that scout car.
But I would never understand why you would ever nerf the Panzerfaust... ever. |
vCoH was 100/0, Applied to Received, right?
Yes, that's correct, but I know you get XP towards your doctrine for your units dying although half that of what the enemy gets. |