I don't know, I am more impressed when I volk blob and do my uncounterable dirt-cheap flare and tell my teammate to call in a 160 muni stuka dive bomb and I stuka zu fus any support weapon in sight, while a JT just sits and 2 shots any medium tank who peeks out of FOW.
Viable, but why doesn't anyone else use it? Fact is, British emplacements play is preferred by many players especially on 3s and 4s. Coordinated Fire's 4cp doesn't matter because no one is ever going to call a 100 muni ability which fires less shells than Pyrotechnic Supply Tommy upgrade, without teching to Anvil first, which is locked behind 200mp 50fu behind Tier 3. And airburst against support weapons is completely reactable before the first shell even hits. And it's not like munitions are free on this map.
I've been waiting for Royal Arty to actually be viable in terms of strategy, and it's only possible now because FHQs create such a sustainable frontline and indirect fire. I don't know what carryon was thinking by going NKVD, but it worked out against meta axis doctrines.
every kind of off-map strike spam (tho that 4cp ability is not offmap but it counts as the same) can be or is viable in 3v3/4v4, especially if you play certain brit commanders.
And that particular ability isn't effective vs OKW trucks only, if the first airburst shell hits lucky, it will kill any support weapon before u can retreat it, and u dont even need line of sight for it lmao.
I really dont know why Relic changed that from Coh1, it was really simple in coh1, you get a building in your area, you turn it into a fhq, you lose the area the enemy decaps the fhq, you win the area again, you turn it again into a fhq, really simple. Only i see these days is people abusing the fact that they can turn every building into a fhq no matter if they are in friendly territory or not, or reinforcing no matter if they are connected or not
yeh it FORCES OKW players into stuka rush and Ostheer into quick 251 flamer (and there you must pray that you dont run into a baby AT-gun or PTRS penals), otherwise it is kinda auto-win for allies.
And that is a huge advantage for the allies cos then, the teammates of the soviet player have a kinda free path to rush medium tanks
One of the reasons of why frp are getting nerfed is to avoid this agressive plays that can seal the game in the early game, if the enemy loses the battle and doesnt have the control of the area anymore and cant defend it there is no reason for the fhq to keep being a fhq, what happens when u lose the control of the are with your frp like the battlegroup or the british one? It gets destroyed, they are easy to destroy when unprotected, in the replay provided you can see that the key building like the train station in the middle of ettelbruck is taken in the early mins of the game and turned into a fhq, not only is hard to kill it no matter if you have time to do it but denies the posibility of the enemy and allies to use it. I agree with that cement buildings need to be a little bit weak because they have a big inpact on the game too. But there is no reason really to keep discusing this, this isnt in the scope Maybe in the future
Dont forget to fix this one too, it needs to be like the coh1 forward hq, it needs to be capable and it shouldnt be able to convert a building into a fhq if it is in enemy or disconected territory
tbh I think they just need to nerf the aura bonus and tone down the health of cement buildings a little bit.
Cos the problem of soviet FHQs is not that you can't get rid of them without flamers once you pushed the enemy back. The problem is that a good enemy wont let you get near to it due to the insane aura buff + big cement buildings are too resistent vs indirect fire.