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[PE] Munition half-track + mine field
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Topic: [PE] Munition half-track + mine field (Read 10129 times)
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: [PE] Munition half-track + mine field
«
Reply #20 on:
January 27, 2011, 10:35:18 am »
just run an american officer into the minefeild and watch him rage when he sees all his mines burn
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Unkn0wn
No longer retired
Posts: 18379
Re: [PE] Munition half-track + mine field
«
Reply #21 on:
January 27, 2011, 11:38:19 am »
Anyway, rushing a mun HT into the enemy, taking fire, and placing a big mine field all over the place in about 5 seconds is bad gameplay.
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Tymathee
Donator
Posts: 9741
Re: [PE] Munition half-track + mine field
«
Reply #22 on:
January 27, 2011, 01:27:26 pm »
Quote from: Unkn0wn on January 27, 2011, 11:38:19 am
Anyway, rushing a mun HT into the enemy, taking fire, and placing a big mine field all over the place in about 5 seconds is bad gameplay
exactly and it shouldn't be. just like when engineers are building they have incoming acc nerfs, same should go for muni AND the Pz Grens, im tired of seeing a pz gren with 1 or 2 guys rush and place down a teller mine b4 it dies or heck even being able to place it while suppressed or pinned, need to fix that too plox
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Demon767
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EIR Veteran
Posts: 6190
Re: [PE] Munition half-track + mine field
«
Reply #23 on:
January 27, 2011, 06:38:35 pm »
pretty sure it takes more than 5 seconds to plant the mines, the deploy speed was nerfed some time ago
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Illegal_Carrot
Global Moderator
Posts: 1068
Re: [PE] Munition half-track + mine field
«
Reply #24 on:
January 27, 2011, 06:45:32 pm »
The damn thing takes forever to place and costs a ton of munitions. Despite being very powerful, the whole things can be negated by a single mortar, minesweeper or vehicle.
Other than a slight increase to its (already huge) placement time, it's fine.
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Demon767
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EIR Veteran
Posts: 6190
Re: [PE] Munition half-track + mine field
«
Reply #25 on:
January 27, 2011, 06:53:59 pm »
agreed it can be negated very easily
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [PE] Munition half-track + mine field
«
Reply #26 on:
January 27, 2011, 07:02:14 pm »
Quote from: Illegal_Carrot on January 27, 2011, 06:45:32 pm
The damn thing takes forever to place and costs a ton of munitions. Despite being very powerful, the whole things can be negated by a single mortar, minesweeper or vehicle.
Other than a slight increase to its (already huge) placement time, it's fine.
Stop with the fabrication, it takes 10 seconds to place down a saturation minefield unless you got "Blow the bridges," then it's 5s. Engineers take 4s to place mines. The (expendable) halftrack can easily whether 10s of punishment to lay down their minefield.
It's not the point that it takes a single mortar/minesweeper to remove the minefield, (yeah k.. if the other guy is comatose at the keyboard) it's the fact that you have to batter through 300HP of halftrack to prevent it from happening, then when it happens, the halftrack is useless and your stuck in a swath of mines.
Unless they are setting down the field in front a large amount of AT (2 atgs, an atg and a tank maybe) you cannot prevent the fields from being set.
IF you do prevent it, you can only prevent 1 halftrack by yourself, forget 2,3 or 4 if they decide to cram their start with these HTs.
«
Last Edit: January 27, 2011, 07:11:12 pm by Groundfire
»
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Illegal_Carrot
Global Moderator
Posts: 1068
Re: [PE] Munition half-track + mine field
«
Reply #27 on:
January 27, 2011, 07:58:21 pm »
lol lol lol
A 57mm, with it's 3.5 second reload, can easily take down 1-2 HTs in the time it takes them to place their mines. Not to mention other forms of AT that will also throw fire onto them.
If they're going to bumrush me with 800MP, 480MU, 140FU, 8 Pop and 20 Pool worth of units just to get a minefield or two down, then I say let them.
As for the minefield itself...
1) Avoid the area. Just because your opponent put a minefield down doesn't mean you have to go right through it. Once you know where it's located, let your allies know and then just avoid the area.
OR
2) If you must take that specific route, for whatever reason, send a minesweeper team in first. Despite the large number of mines, they'll get through it all in short time, and your opponent's 120MU+ investment is completely negated. Given the minefield's use as a flank protector, and the fact that your opponent cannot actually safely sit in it either, your Engis should get through it relatively safely.
OR
3) If the minefield is too well defended for a minesweeper squad, then just bomb the area with some indirect fire (or even just an attack-ground command). More often than not, a single mortar shell can take out a large majority of the mines, as they set each other off in a (rather cool-looking) chain reaction. If you're truly desperate for a path through immediately, an artillery strike is virtually guaranteed to work.
OR
4) If for some bizarre reason you have absolutely no units that can barrage or use attack-ground, then send a vehicle in to set off all the anti-infantry mines. The vehicle will be slowed temporarily, but your infantry should be safe, so long as they don't stray too far. A vehicle is also a great way to set off a chain reaction.
As for your video... That Sherman charged right in before it's flail was even activated, so of course it's going to be affected by the mines; what else would you expect? Situations like that are
exactly
what Smoke was made for; pop smoke while the slow effect wears off and back out they way you came. But yeah, one Sherman will definitely get owned by two Marders, slowed or not.
And there's even more that I didn't go over: blow a hole in a nearby hedge/wall to create an alternate route, retreat an expendable infantry squad through it to set off all the mines, Jeep rush it to set off all the slow mines, then set all the other ones off with a Sherman, etc.
I have played both with and against SE minefields (and minefield spam). I definitely know what I'm talking about here, and that they're not very effective.
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Firesparks
Honoured Member
Posts: 1209
Re: [PE] Munition half-track + mine field
«
Reply #28 on:
January 27, 2011, 10:13:55 pm »
57mm (and probably the pershing)is the only thing currently capable of killing the munition halftrack before the minefield is deployed.
Even The sherman can't deal a high enough DPS to kill the munition HT fast enough. It's a golden rule in COH that building unit take extra damage and there's no reason the muni halftrack gets to be an exception.
The greyhound mine and the demolition charge are getting the same penalty as well.
«
Last Edit: January 27, 2011, 10:21:02 pm by Firesparks
»
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Spartan_Marine88
EIR Veteran
Posts: 4838
Re: [PE] Munition half-track + mine field
«
Reply #29 on:
January 27, 2011, 10:34:00 pm »
Quote from: Firesparks on January 27, 2011, 10:13:55 pm
The greyhound mine
Thats not broken, its a fair time for a single mine drop and tbh really doesn't need fixing
Why don't we make it so people can't lose vet anymore, then no one would complain
Because 90% of these 'imbalances' stem from people who drove thier vet 3 sherman into a minefield and got it raped
And last one, Ground, if they cram thier company with this type of start keep 1 AI tank for endgame when they throw out all the infantry spam they have to carry due to the muni cost of mine spamming.
«
Last Edit: January 27, 2011, 10:43:00 pm by Spartan_Marine88
»
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [PE] Munition half-track + mine field
«
Reply #30 on:
January 27, 2011, 11:01:18 pm »
Quote from: Spartan_Marine88 on January 27, 2011, 10:34:00 pm
Thats not broken, its a fair time for a single mine drop and tbh really doesn't need fixing
Why don't we make it so people can't lose vet anymore, then no one would complain
Because 90% of these 'imbalances' stem from people who drove thier vet 3 sherman into a minefield and got it raped
And last one, Ground, if they cram thier company with this type of start keep 1 AI tank for endgame when they throw out all the infantry spam they have to carry due to the muni cost of mine spamming.
Look, i dont need help at destroying the minefields, im actually a competent player here when I care to be.
The problem is that you cannot prevent someone else from doing it.
Circumstantial evidence aside
(which is what all these counter claims are based on (have an atg nearbylololol)) it is quite possible to run straight up to a sherman, blob, etc. and plant the minefield under them; from that point onward, the halftrack is useless and any effort that you made to kill it just leaves your men stranded in a minefield.
If you ignore the threat then half the map becomes inpassable to your team only. It's a very very slippery slope.
Every builder unit in coh except for the M8 minedrop and the muni HT teller drop conveys recieved acc. and dmg upon building.
Because the saturation minefield potentially very spammable (and durable for what it does, provide you drive it straight into the barrel of a 57mm or a pershing) it deserves this "builder" nerf.
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: [PE] Munition half-track + mine field
«
Reply #31 on:
January 27, 2011, 11:19:59 pm »
oh, deployment nerf, why didnt you say so ..
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Tymathee
Donator
Posts: 9741
Re: [PE] Munition half-track + mine field
«
Reply #32 on:
January 27, 2011, 11:40:30 pm »
agreed groundfire. so will this apply to all non-engineer building units, pz grens, muni hts, m8s, m-18's, volks, grens, rifles etc.
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Scotzmen
EIR Veteran
Posts: 2035
Re: [PE] Munition half-track + mine field
«
Reply #33 on:
January 28, 2011, 01:39:09 am »
They can potentialy back fire on the placer. If he sets it to far back he may be forced to roll everything he has into his on minefield then pop goes your mortar boom goes his units and mines
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kwiatekkek
okultysta, mistyk, szachista i alpinista.
Posts: 702
Re: [PE] Munition half-track + mine field
«
Reply #34 on:
January 28, 2011, 03:04:28 am »
so what is exactly this nerf is gonna be ?
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Mysthalin
Tired King of Stats
Posts: 9028
Re: [PE] Munition half-track + mine field
«
Reply #35 on:
January 28, 2011, 04:24:39 am »
Quote from: Spartan_Marine88 on January 27, 2011, 10:34:00 pm
Because 90% of these 'imbalances' stem from people who drove thier vet 3 sherman into a minefield and got it raped
92% of people think the wehrmacht schwimwaggen has too little health, because their mothers have smoked marijuana when they were little.
True story.
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8thRifleRegiment
EIR Veteran
Posts: 2210
Re: [PE] Munition half-track + mine field
«
Reply #36 on:
January 28, 2011, 07:15:25 am »
theres nothing wrong at all with the sat mine field, the only use it has is stopping infantry momentarialy, and al lyou need 1 ONE mortar to land on it, adnt the whole mine field goes up in flames. al lthough it has a vehicle slow mine in it, it doesnt have any other AT effectiveness, just find where they are with a minesweeper, clear it with one mortar. simple stuff. Ive used my SE doctrine for about 3 months now and the only people who fall for my saturation mine fields are the stupid ones, any smart player instantly brings out mortars and my fields become more of a burden then an advantage.
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: [PE] Munition half-track + mine field
«
Reply #37 on:
January 28, 2011, 07:21:44 am »
yea that is why i have 2 american officer in my starting comp as allies when against any PE.
he wont get suppresed and the mines destroy themselfs.
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kwiatekkek
okultysta, mistyk, szachista i alpinista.
Posts: 702
Re: [PE] Munition half-track + mine field
«
Reply #38 on:
January 28, 2011, 07:40:22 am »
its funny how fairly "new" players says , how easy those ones are to counter while "old" experienced players cant handle it .
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: [PE] Munition half-track + mine field
«
Reply #39 on:
January 28, 2011, 07:51:09 am »
hey i aint that old (or new).
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