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4 man KCH
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Topic: 4 man KCH (Read 17503 times)
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salan
Synergies TL2 mod!
Posts: 6290
Re: 4 man KCH
«
Reply #40 on:
July 07, 2009, 05:53:12 pm »
4 man kch fixes one very interesting bug!
when using assault you will throw 3 or 4 grenades now, instead of just 1.
my 4 man squads were pwnin in a test game i just did..
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www.synergiesmod.com
boobaka
EIR Veteran
Posts: 151
Re: 4 man KCH
«
Reply #41 on:
July 07, 2009, 06:01:35 pm »
very nice
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Lt_Apollo
EIR Veteran
Posts: 380
Re: 4 man KCH
«
Reply #42 on:
July 07, 2009, 06:11:11 pm »
YAY
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My photgraphy
Mysthalin
Tired King of Stats
Posts: 9028
Re: 4 man KCH
«
Reply #43 on:
July 07, 2009, 06:13:42 pm »
Quote
I've seen 2 bar rifles beat three KCH because the KCH had to charge across an open field while the bars used SF.
Exactly - you hear the audio queue of a different sounding BAR, and you stop charging, and get away(or into cover) 'till SF wears off, to not get suppressed? Not to mention that the BAR rifle squad would be decimated before the KCH would get pinned.
Quote
0.5 received suppression does jack shit when the bar rifle squad is outputting more suppression than an MG42. Go walk your KCH in front of a MG42 and then tell me how long it takes to suppress them.
You do that - I manage to keep my MG42s out of my enemie's hands, personaly.
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gamesguy2
Honoured Member
Posts: 2238
Re: 4 man KCH
«
Reply #44 on:
July 07, 2009, 06:21:12 pm »
Quote from: Mysthalin on July 07, 2009, 06:13:42 pm
Exactly - you hear the audio queue of a different sounding BAR, and you stop charging, and get away(or into cover) 'till SF wears off, to not get suppressed? Not to mention that the BAR rifle squad would be decimated before the KCH would get pinned.
You get suppressed too fast, plus you realize SF is not a stationary ability, the bars can and do chase using it. Its pretty common to chase down a squad of KCH running away with SF bars.
And no they wouldn't, KCH get suppressed before they get into medium range. The rifles hardly took any damage. There isn't always green cover conveniently waiting for you, and yellow cover does nothing since you are stuck in it while the bars suppress and pin you anyways.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: 4 man KCH
«
Reply #45 on:
July 07, 2009, 06:34:29 pm »
If that BAR squad is chasing you, have an HMG or any other kind of anti-inf unit ready. No unit, not even KCH, are supposed to go around without the meagrest of support, and usually a wehrmacht player has an HMG in a building on the front lines to keep enemy infantry from getting through. Time to use it?
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gamesguy2
Honoured Member
Posts: 2238
Re: 4 man KCH
«
Reply #46 on:
July 07, 2009, 06:37:13 pm »
Quote from: Mysthalin on July 07, 2009, 06:34:29 pm
If that BAR squad is chasing you, have an HMG or any other kind of anti-inf unit ready. No unit, not even KCH, are supposed to go around without the meagrest of support, and usually a wehrmacht player has an HMG in a building on the front lines to keep enemy infantry from getting through. Time to use it?
Yes assault infantry that needs HMG support to take on the otherside's basic infantry.
Very useful!
I hear commandos need vickers support to take on one squad of LMG grens right? O wait.
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EchoAlpha
EIR Regular
Posts: 11
Re: 4 man KCH
«
Reply #47 on:
July 07, 2009, 06:59:32 pm »
Here we go with a "counter this with that" pissing match. Seriously. The point is that we are spending a T3 to pay more in mun, man, and pop costs and the effectiveness bump is not even enough to make it competitive with the smg rangers. You saw the numbers. With the infantry armor stats for rangers they still won in 2 out of the three explained options. With the heroic armor they actually have then they would still own kch. So we are paying a t3 to not even surpass a unit that inf doc gets before they even play a match.
Increase pop by 1 at most and no cost bump would be fair in my take. It isn't like we have a doctrine that gives us 4/4 additional kch like the rangers get at t3 so you can still outmatch us by DOUBLE the number of squads even if we are "uber kch"
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salan
Synergies TL2 mod!
Posts: 6290
Re: 4 man KCH
«
Reply #48 on:
July 07, 2009, 07:39:16 pm »
guys, this post won't last much longer if it gets out of hand...
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jackmccrack
EIR Veteran
Posts: 2484
Re: 4 man KCH
«
Reply #49 on:
July 07, 2009, 10:02:57 pm »
I suppose everyone agrees 7 pop is too much for Oak Leaves KCH.
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Let's talk about PIATs in a car.
brn4meplz
Misinformation Officer
Posts: 6952
Re: 4 man KCH
«
Reply #50 on:
July 07, 2009, 10:06:03 pm »
yeah everyone agrees they will probably go down to 6 and have a cost more in line with their use
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He thinks Tactics is a breath mint
Quote from: Unkn0wn on July 31, 2012, 03:50:15 am
Wow I think that was the nicest thing brn ever posted!
Quote from: Bear on June 19, 2013, 01:24:59 pm
the pussy of a prostitute is not tight enough for destroy a condom
Tymathee
Donator
Posts: 9741
Re: 4 man KCH
«
Reply #51 on:
July 07, 2009, 11:03:35 pm »
i serously doubt 4 man kch squads will be that big of an issue, i dont know how this got to 4 pages. Now, when fausts were broken they were trouble but nowt hat things are back to normal, they're pretty easy to take out, just hit 'em with a bar suppression or hmg. They're only really dangerous if you get caught out in the open or on roads, other wise just kite 'em with your rifles or run...i think it's a cool doctrine ability, i'd love to see an infantry ability where engineers get an extra man
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Rocksitter
EIR Veteran
Posts: 495
Re: 4 man KCH
«
Reply #52 on:
July 08, 2009, 12:57:28 am »
Quote from: Tymathee on July 07, 2009, 11:03:35 pm
i serously doubt 4 man kch squads will be that big of an issue, i dont know how this got to 4 pages. Now, when fausts were broken they were trouble but nowt hat things are back to normal, they're pretty easy to take out, just hit 'em with a bar suppression or hmg. They're only really dangerous if you get caught out in the open or on roads, other wise just kite 'em with your rifles or run...i think it's a cool doctrine ability, i'd love to see an infantry ability where engineers get an extra man
The whole point is that they should not cost extra for a tier 3 and the pop is to high, not how to take them out but what you stated is a good idea as to there costing to much.
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: 4 man KCH
«
Reply #53 on:
July 08, 2009, 01:24:16 am »
Quote from: Rocksitter on July 08, 2009, 12:57:28 am
The whole point is that they should not cost extra for a tier 3 and the pop is to high, not how to take them out but what you stated is a good idea as to there costing to much.
Yeah, that would be the result of me just 'Throwing' in numbers to get the doctrine done.
Be aware, the doctrine abilities atm are just getting 'finished' - and then later tweaked. This will lead to interesting situations like this one.
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Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
Tymathee
Donator
Posts: 9741
Re: 4 man KCH
«
Reply #54 on:
July 08, 2009, 02:27:06 am »
Quote from: Rocksitter on July 08, 2009, 12:57:28 am
Quote from: Tymathee on July 07, 2009, 11:03:35 pm
i serously doubt 4 man kch squads will be that big of an issue, i dont know how this got to 4 pages. Now, when fausts were broken they were trouble but nowt hat things are back to normal, they're pretty easy to take out, just hit 'em with a bar suppression or hmg. They're only really dangerous if you get caught out in the open or on roads, other wise just kite 'em with your rifles or run...i think it's a cool doctrine ability, i'd love to see an infantry ability where engineers get an extra man
The whole point is that they should not cost extra for a tier 3 and the pop is to high, not how to take them out but what you stated is a good idea as to there costing to much.
Yea thats why I said it. Just showing that they're not all powerful and that they should'nt cost more, maybe like 50 mp 10 mu like the extra man used to be for the assault grens but that's really not much.
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DasNoob
EIR Veteran
Posts: 3430
Re: 4 man KCH
«
Reply #55 on:
July 08, 2009, 02:53:21 am »
Nuff said. Thanks EIRrmod.
Logged
Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!
Quote from: Smokaz on February 24, 2010, 11:45:39 am
You have DasNoob who uses the mod as COHTV
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