Company of Heroes: Eastern Front

Author Topic: [1.04] Fallschirmjager > Progaganda Strategy  (Read 8276 times)

Offline Josiah666

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Re: [1.04] Fallschirmjager > Progaganda Strategy
« Reply #15 on: February 21, 2010, 04:48:44 AM »
Ah didn't know I can delete my own stuff, thanks.

Nonetheless, I like the idea of a doctrinal defensive structure, but if it is intended to be the other factions' equivalent, then the cost should at least be somewhere close; and the pop cost isn't justified anyway - USSR is a pop intensive faction, and other MG buildings don't cost pop at all (I only have the original CoH, not sure about the British). Besides, all USSR players (especially those aren't going Propaganda) will have 6 pop (the 2 starting MG dugout) occupied at all times, unless you delete them of course.

P.S. Since it is a doctrinal building, maybe a little more attention? For example some upgrades or attributes to make it unique? If that is the case the cost at this stage would be well justified.

Offline hgghg4

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Re: [1.04] Fallschirmjager > Progaganda Strategy
« Reply #16 on: February 21, 2010, 08:33:38 AM »
British and PE both cost pop for their defensive structures (British is 3 and Flakveirling is 6????)

Offline Shadowmetroid

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Re: [1.04] Fallschirmjager > Progaganda Strategy
« Reply #17 on: March 06, 2010, 06:58:42 AM »
Last game I played a PE mortar halftrack was able to de-crew my MG bunkers before they even got past 75% of their health... so I agree, Soviets need a bunker that has doesn't have the crew die before the bunker dies... it's certainly a waste when you can't recrew AND it's a doctrine choice.

I am definitely in agreement with this. Propaganda Strategy deserves better! Let the crew stay alive until decimated please!

Offline Fementedbeancurd

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Re: [1.04] Fallschirmjager > Progaganda Strategy
« Reply #18 on: May 09, 2010, 01:55:25 AM »
Yeah who ever suggested using the British mortar with an maxim or whatever in it , thats a good idea as well as fixing the re-crew problems

Offline Raider217

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Re: [1.04] Fallschirmjager > Progaganda Strategy
« Reply #19 on: May 09, 2010, 11:42:24 AM »
A Maxim in the mortar pit would be a good idea but to keep it unique and interesting I would suggest it have a narrower firing cone from other MG's, similar fire rate to US MG, more accurate and have the ability to turn in the pit like the CW 17 Pounder AT emplacement to prevent flanking



Offline Ltevanlee

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Re: [1.04] Fallschirmjager > Progaganda Strategy
« Reply #20 on: May 09, 2010, 05:03:33 PM »
Wow, I did know they were powerful but that's good.
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Offline Paciat

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Re: [1.04] Fallschirmjager > Progaganda Strategy
« Reply #21 on: May 09, 2010, 06:10:03 PM »
I guess Fallschirmjagers granades were made for 1 thing - to destroy emplacements.
They burn slower but much longer than standard PG nades so they are less usefull vs targets in the open.

A Maxim in the mortar pit is a good idea but it would have to cost at least 400MP. MG that cant be sniped, flanked and can withstand few direct mortar shells. Pionieers will be suppressed before being able to flame it.

Offline Psycho1225

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Re: [1.04] Fallschirmjager > Progaganda Strategy
« Reply #22 on: May 26, 2010, 09:04:33 PM »
Ive had no problem with the Soviets MG nest... well that's probally because i always go for the armor commander  ;D
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Offline Ressy

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Re: [1.04] Fallschirmjager > Progaganda Strategy
« Reply #23 on: May 27, 2010, 09:23:14 AM »
I find myself almost always going for trenches first, and then only ever using  the MG nests when there's a trench in front of them.

A cost reduction, or something to make them more effective, or at the very least something to make them die slower would be nice.