Company of Heroes 2

Company of Heroes 2

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Knighttime Mar 10, 2017 @ 8:33am
tank traps,sand bags and barbed wire (ostheer)
Personally I think every nation should be able to place barbed wire, sand bags and tank traps without having to pick a commander, these are basic things for standard defense works and guiding tanks/infantry into traps. I don't think that's too much to ask right? or would ostheer become OP then? :P
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Showing 1-14 of 14 comments
ShodaN Mar 10, 2017 @ 8:53am 
Well Ostheer has sandbags and barbed wire by default. They also get a bunker, that other some factions don't have at all or without a commander. As far as tank traps go, I rarely see them used for their real puprose. Most USF players just place some for the heavy cover they provide.

I think the biggest issue is how long it takes to set up and how easily it can backfire on you. Even if you had them it would propably not be as useful as the things already provided.
Knighttime Mar 10, 2017 @ 9:57am 
blocking a flank/road or whatever for vehicles and would certainly be useful, think of them as a funnel to force tanks/vehicles to drive over your mines for example
or guiding them into your defences instead of having to hope they won't attack your open flank, currently there is nothing in the standard ostheer to block off a section for vehicles and it leaves a hole that I preferably don't have, look at reinforced barbed wire of the OKW, tank traps of the Soviets or US it's a very useful thing to have whether you use it or not it's a viable option. even if it backfires on you (I don't see how exactly) it's a fun and intiutive way of playing the game and it would give some more tactical gameplay.
ShodaN Mar 10, 2017 @ 10:28am 
Originally posted by Trisceratops:
blocking a flank/road or whatever for vehicles and would certainly be useful, think of them as a funnel to force tanks/vehicles to drive over your mines for example
or guiding them into your defences instead of having to hope they won't attack your open flank, currently there is nothing in the standard ostheer to block off a section for vehicles and it leaves a hole that I preferably don't have, look at reinforced barbed wire of the OKW, tank traps of the Soviets or US it's a very useful thing to have whether you use it or not it's a viable option. even if it backfires on you (I don't see how exactly) it's a fun and intiutive way of playing the game and it would give some more tactical gameplay.

I get what you are saying and I'm with you on that. But I think tank traps as such would need a few tweaks to be usable on more occasions in order to be a good general addition.

Just a few things:
- Soviets have no regular TTs either, only one commander
- OKW reinforced wire got reduced to the effect of normal bw
Cast Mar 10, 2017 @ 12:50pm 
Originally posted by DarTH ShodaN:
Originally posted by Trisceratops:
blocking a flank/road or whatever for vehicles and would certainly be useful, think of them as a funnel to force tanks/vehicles to drive over your mines for example
or guiding them into your defences instead of having to hope they won't attack your open flank, currently there is nothing in the standard ostheer to block off a section for vehicles and it leaves a hole that I preferably don't have, look at reinforced barbed wire of the OKW, tank traps of the Soviets or US it's a very useful thing to have whether you use it or not it's a viable option. even if it backfires on you (I don't see how exactly) it's a fun and intiutive way of playing the game and it would give some more tactical gameplay.

I get what you are saying and I'm with you on that. But I think tank traps as such would need a few tweaks to be usable on more occasions in order to be a good general addition.

Just a few things:
- Soviets have no regular TTs either, only one commander
- OKW reinforced wire got reduced to the effect of normal bw
The OKW wires can now be crushed with kubels and halftracks now?
Felinewolfie Mar 10, 2017 @ 2:16pm 
Originally posted by Trisceratops:
Personally I think every nation should be able to place barbed wire, sand bags and tank traps without having to pick a commander, these are basic things for standard defense works and guiding tanks/infantry into traps. I don't think that's too much to ask right? or would ostheer become OP then? :P
==
Every faction should be able to build king tigers and ...

Just use the all commander mod.
Problem solved
mustachewarfare Mar 11, 2017 @ 12:05am 
Originally posted by Cast:
Originally posted by DarTH ShodaN:

I get what you are saying and I'm with you on that. But I think tank traps as such would need a few tweaks to be usable on more occasions in order to be a good general addition.

Just a few things:
- Soviets have no regular TTs either, only one commander
- OKW reinforced wire got reduced to the effect of normal bw
The OKW wires can now be crushed with kubels and halftracks now?
think he means that you can just cut it off with mine detector engineer
mustachewarfare Mar 11, 2017 @ 12:05am 
Originally posted by Felinewolfie:
Originally posted by Trisceratops:
Personally I think every nation should be able to place barbed wire, sand bags and tank traps without having to pick a commander, these are basic things for standard defense works and guiding tanks/infantry into traps. I don't think that's too much to ask right? or would ostheer become OP then? :P
==
Every faction should be able to build king tigers and ...

Just use the all commander mod.
Problem solved
I want my conscript to use infiltration tactic
Knighttime Mar 11, 2017 @ 3:18am 
I personally just feel like a game should provide things like this as base concept without mods etc. the all commander mod add many units to the mix I don't feel like using/going up against, and throwing the 'I want all factions to have a king tiger' into the mix is a bit different from tank traps/barbed wire and sandbags I think.
Felinewolfie Mar 11, 2017 @ 9:11am 
Originally posted by Trisceratops:
I personally just feel like a game should provide things like this as base concept without mods etc. the all commander mod add many units to the mix I don't feel like using/going up against, and throwing the 'I want all factions to have a king tiger' into the mix is a bit different from tank traps/barbed wire and sandbags I think.
======
- Things like being prone (conscript commander ability). WTF, "prone" is an ability"?
- Making"Sandbags" (USA riflemen ability) - WTF?
- People asked for the factions to be different. This is part of how they made them different.
- If you give T0 tank traps to everyone, then this game basically goes back to COH1's problem
becoming a static slug fest where nothing moves and artillery has to win the day.
(But they already nerfed the arty)... so they'd have to massively rebalance the whole
thing and.... yea, it'd all end up mirror balance where Americans and British have King Tigers.

So enjoy "all commander mod" and stop ♥♥♥♥♥♥♥♥ :)
ShodaN Mar 11, 2017 @ 9:19am 
Originally posted by Trisceratops:
I personally just feel like a game should provide things like this as base concept without mods etc. the all commander mod add many units to the mix I don't feel like using/going up against, and throwing the 'I want all factions to have a king tiger' into the mix is a bit different from tank traps/barbed wire and sandbags I think.

I think they left out tank traps and the like at release, because the original concept was Soviet vs Wehrmacht with the Soviets designed as the offensive part and Wehrmacht as more defensive. Yet as a whole they didn't want it to get too stationary it seems.

For more defensive options the entire game would need an overhaul in that aspect. So I guess it is better to have less instead of a lot of broken/unfitting stuff.
The Bored Chairman Mar 11, 2017 @ 12:47pm 
Barbed wire is pretty useless against most factions because Scout Car, Klown Kar and Carrier can just roll over it.

I always thought light vehicles shouldn't be able to pass the wire, or at the very least have their tires damaged by rolling over it.
Felinewolfie Mar 11, 2017 @ 9:52pm 
Originally posted by The Bored Chairman:
Barbed wire is pretty useless against most factions because Scout Car, Klown Kar and Carrier can just roll over it.

I always thought light vehicles shouldn't be able to pass the wire, or at the very least have their tires damaged by rolling over it.
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Some mods make vehicle go slower after crushing barb wire.

Ps. Hv tanks crushed tank traps in coh1. Not so in coh2
Julius Mar 12, 2017 @ 1:15am 
Originally posted by Felinewolfie:
Originally posted by The Bored Chairman:
Barbed wire is pretty useless against most factions because Scout Car, Klown Kar and Carrier can just roll over it.

I always thought light vehicles shouldn't be able to pass the wire, or at the very least have their tires damaged by rolling over it.
====
Some mods make vehicle go slower after crushing barb wire.

Ps. Hv tanks crushed tank traps in coh1. Not so in coh2

wish the dozer could do the same thing,though barriers are nice and all too.
Felinewolfie Mar 12, 2017 @ 3:42pm 
Dozer crushes tank traps in coh1.
Decision was made to NOT have tank traps in COH2, and so...
But people screamed for them to be added in, and so... ;)
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Date Posted: Mar 10, 2017 @ 8:33am
Posts: 14