Company of Heroes: Eastern Front

Author Topic: Guards 1.6  (Read 8873 times)

Offline Pac-Fish

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Re: Guards 1.6
« Reply #15 on: February 21, 2012, 03:27:50 AM »
I guess so. Btw fish, where'd you get the info on infantry types???

Me? What info did I provide? If you mean the infantry armor then I sorta just remembered it ;)

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Offline bopokippo

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Re: Guards 1.6
« Reply #16 on: February 21, 2012, 04:19:39 AM »
Wait there's a way to see infantry types of units in-game? ???

Offline Andreas

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Re: Guards 1.6
« Reply #17 on: February 21, 2012, 09:17:17 AM »
How does a fully upgraded guard scale to KCHs?

Offline GodlikeDennis

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Re: Guards 1.6
« Reply #18 on: February 21, 2012, 12:05:08 PM »
Guards are better and have more utility than KCH. They're much more vulnerable to Snipers though.
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Offline Cranialwizard

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Re: Guards 1.6
« Reply #19 on: February 21, 2012, 01:55:01 PM »
Guards usage of range also varies with its upgrades while KCH are only badass at close range.
Guard vet is also more powerful but the both of them are real powerhouses at such a late stage in the game.

Against guards you should be using a combination of multiple weapons but snipers really help since it takes 4 shots to eliminate and they will never missB
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Offline Tankbuster

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Re: Guards 1.6
« Reply #20 on: February 21, 2012, 02:03:50 PM »
Or you could use Light AT halftrack.
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Offline Walentin 'Walki' L.

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Re: Guards 1.6
« Reply #21 on: February 21, 2012, 02:04:28 PM »
KCH are also hard to suppress at vet 3.
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Re: Guards 1.6
« Reply #22 on: February 21, 2012, 02:28:30 PM »
KCH are also hard to suppress at vet 3.

Suprression at vet3 is 0

Offline Pac-Fish

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Re: Guards 1.6
« Reply #23 on: February 21, 2012, 02:46:37 PM »
I think it takes 2 or 3 sniper shots to kill a KCH at vet 3 ???

KCH are only badass at close range.

Yeah they had this video where the pitted 20 unvetted riflemen and 20 unvetted KCH at long range. The riflemen easily won :P

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Offline Walentin 'Walki' L.

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Re: Guards 1.6
« Reply #24 on: February 21, 2012, 02:48:37 PM »
KCH are also hard to suppress at vet 3.

Suprression at vet3 is 0

I'm quiet sure that they can be suppressed.
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Offline GodlikeDennis

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Re: Guards 1.6
« Reply #25 on: February 21, 2012, 05:15:31 PM »
KCH can. Guards can't.
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Offline Walentin 'Walki' L.

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Re: Guards 1.6
« Reply #26 on: February 21, 2012, 05:20:39 PM »
Yes but I think you need up to 3 USA mgs to suppress KCH.
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Offline stealthattack1

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Re: Guards 1.6
« Reply #27 on: February 21, 2012, 06:22:33 PM »
all i know is that at vet lvl 3 those guys are a nuciance. it almost takes a strfing run to supress them.


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Offline SublimeSnugz

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Re: Guards 1.6
« Reply #28 on: February 21, 2012, 07:35:20 PM »
I have a replay where a PPSH guard squard takes down 4x 4man mp44 squards where serveral of them were vet 3 deff. Theres also a instance where the guards finish off a halftrack from longrage sniper style just penetrating the hell outta a Mortar halftrack and AC. You will see it in one of the next Sublime Shoutcasts.

Offline Joshua9

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Re: Guards 1.6
« Reply #29 on: February 21, 2012, 07:36:52 PM »
so does PE have a hard counter to these?  the PE match-up against Russia between me and my friend has felt pretty good...first I had to figure out how to deal with fast sturm-ingenery, but now my friend has started trotting out these fleshless machines that don't bleed and know no fear, at about mid-game.  AC's are particularly bad against them, The PE infantry would still have a hard time if the necessary blobs needed to kill guards weren't also trying to dodge grenades...(and likely command squad arty)

I figure I'm left with p4 as a viable counter. maybe a lucky goliath.  do incendiaries do more damage to guards?  I guess mortars will help, but once I can't hold a line against russia's advance it gets hard to keep these safe against complimentary tank hunter spam


....I missed the comment about using an at halftrack....with the sniper ability on that is it 1 shot 1 kill against guards?  if so that might be worth trying.

« Last Edit: February 21, 2012, 07:44:29 PM by Joshua9 »