Company of Heroes 2

Company of Heroes 2

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CatMeowMeow Nov 24, 2016 @ 8:19am
Gammon Bomb is Useless!!!
Gammon bombs is like one of the least used abillity on a most used upgrade package!!

-Requires upgrade that locks out another.

-Used by a Long Range Infantry.

-While Having a ♥♥♥♥ poor range (slightly better than Satchel)

-Cost 75 Munitions, the same as the whole Smoke Raid Operation

-2 seconds animation time, and 3.5 seconds on the ground to actually detonates

-200 Damage, needs 4 of them to knock out a tank. (Satchel does 340 damage)

-50% damage penalty against Bunkers Needs 5 of them to actually kills a bunker! (Satchel charges have 100% damage bonus against buildings so 1 is enough)

-Stuns a tank (for 10 second) guns are not disabled. But the only time you would hit with Gammon bomb is a tank that is already snared or immobolized! (Even Unupgraded JadgTiger can escape from the blast lol)

It would be justified if Gammon bombs actually sticks to tanks!
Last edited by CatMeowMeow; Nov 24, 2016 @ 7:00pm
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Showing 1-15 of 41 comments
A Table Nov 24, 2016 @ 8:47am 
Originally posted by CatMeowMeow:
It would be justified if Gammon bombs actually sticks to tanks!

yea, that would be too strong.
CatMeowMeow Nov 24, 2016 @ 8:49am 
Originally posted by A table:
Originally posted by CatMeowMeow:
It would be justified if Gammon bombs actually sticks to tanks!

yea, that would be too strong.

But look at how it performs now!!! I would use Smoke Raid to save my sniper than waste 75 muni on essentially Fireworks!! Maybe Change the cost to 35 muni or change the fuse time to 1 second.
A Table Nov 24, 2016 @ 8:51am 
Originally posted by CatMeowMeow:
Originally posted by A table:

yea, that would be too strong.

But look at how it performs now!!! I would use Smoke Raid to save my sniper than waste 75 muni on essentially Fireworks!! Maybe Change the cost to 35 muni or change the fuse time to 1 second.
75 muni for a gammon? waht?

- definetly not a 1 sec timer. they're not commando's.

-same price as a satchel charge from penals should be fine though.
Stridswombat Nov 24, 2016 @ 8:53am 
Ehh, I use gammon bombs are the time although you're right that they are pricy. But sneak up on a heavy when they aren't expect it and hit with a gammon followed by a firefly and you got a nice opportunity right there.

Also great for clearing buildings. If you really need a mg gone pronto, flankign with a gammon will usually ensure that building won't be standing for very long.

35 munitions for gammon would be way, way OP. that's regular grenade munitions cost. Maybe something like 50 to be in line with satchels would be fine tho.
Stridswombat Nov 24, 2016 @ 8:53am 
Originally posted by A table:
Originally posted by CatMeowMeow:

But look at how it performs now!!! I would use Smoke Raid to save my sniper than waste 75 muni on essentially Fireworks!! Maybe Change the cost to 35 muni or change the fuse time to 1 second.
75 muni for a gammon? waht?

- definetly not a 1 sec timer. they're not commando's.

-same price as a satchel charge from penals should be fine though.
Just commented the same about satchels and penals. Completely agree.

After all, gammon basically serves the same purpose as satchels.
Felinewolfie (Banned) Nov 24, 2016 @ 8:54am 
I think they should stick too. For 75 muni??
Last edited by Felinewolfie; Nov 24, 2016 @ 8:54am
A Table Nov 24, 2016 @ 8:54am 
Originally posted by The Wombat of Combat:
Originally posted by A table:
75 muni for a gammon? waht?

- definetly not a 1 sec timer. they're not commando's.

-same price as a satchel charge from penals should be fine though.
Just commented the same about satchels and penals. Completely agree.

After all, gammon basically serves the same purpose as satchels.
precisely.
Stridswombat Nov 24, 2016 @ 8:54am 
Originally posted by Felinewolfie:
I think they should stick too
Naa, that would be too much what with the extreme dmg and stun. They should be a weapon that badly punishes a players that isn't paying attention. Like Satchels.
CatMeowMeow Nov 24, 2016 @ 8:58am 
Originally posted by The Wombat of Combat:
Originally posted by A table:
75 muni for a gammon? waht?

- definetly not a 1 sec timer. they're not commando's.

-same price as a satchel charge from penals should be fine though.
Just commented the same about satchels and penals. Completely agree.

After all, gammon basically serves the same purpose as satchels.

Yeah 75 Muni is the cost

Satchel is anti building (Deals 340 + 340 damage against building) 3 of them can kill an OKW truck. (135 Muni)

But Gammon bomb is Not Really Anti Building!!! (200 damage against bulding and 100 against bunkers) You need 8 of them to kill OKW truck (550 muni) and 5 to kill a bunker (325 muni)
Big buildings have about 1000 health so 5 gammons too.
Also MG can just pack up and leave the building before gammon explodes.
CatMeowMeow Nov 24, 2016 @ 9:01am 
Originally posted by The Wombat of Combat:
Originally posted by Felinewolfie:
I think they should stick too
Naa, that would be too much what with the extreme dmg and stun. They should be a weapon that badly punishes a players that isn't paying attention. Like Satchels.

200 is not extreme it is literally damage of Jackson/Firefly
10 second immobolization but turret is not disabled.
Stridswombat Nov 24, 2016 @ 9:03am 
Originally posted by CatMeowMeow:
Originally posted by The Wombat of Combat:
Naa, that would be too much what with the extreme dmg and stun. They should be a weapon that badly punishes a players that isn't paying attention. Like Satchels.

200 is not extreme it is literally damage of Jackson/Firefly
10 second immobolization but turret is not disabled.
It's extreme if you can't avoid it. Imagine 200 damage faust.
Stridswombat Nov 24, 2016 @ 9:05am 
Originally posted by CatMeowMeow:
Originally posted by The Wombat of Combat:
Just commented the same about satchels and penals. Completely agree.

After all, gammon basically serves the same purpose as satchels.

Yeah 75 Muni is the cost

Satchel is anti building (Deals 340 + 340 damage against building) 3 of them can kill an OKW truck. (135 Muni)

But Gammon bomb is Not Really Anti Building!!! (200 damage against bulding and 100 against bunkers) You need 8 of them to kill OKW truck (550 muni) and 5 to kill a bunker (325 muni)
Big buildings have about 1000 health so 5 gammons too.
Also MG can just pack up and leave the building before gammon explodes.
It's there for clearing garrisoned buildings and blobs of infantry. It's likely to either cause devastating losses or force a retreat. Either way, no more blob.

MG's CAN pack up and leave before it detonates, but you also have to do so ahead of time. Once the timers starts that mg isn't leaving. That also requiring paying attention and seeing it coming, which a lot of axis players don't. Even then they can't use that building against you anymore.
CatMeowMeow Nov 24, 2016 @ 9:05am 
Originally posted by The Wombat of Combat:
Originally posted by CatMeowMeow:

200 is not extreme it is literally damage of Jackson/Firefly
10 second immobolization but turret is not disabled.
It's extreme if you can't avoid it. Imagine 200 damage faust.
Well, but even unupgraded Jadgtiger can move away from the blast completely
The only time it would hit is the poor pathfinding + a lot of tanks bunching up OR the tank is already snared.
CatMeowMeow Nov 24, 2016 @ 9:10am 
Originally posted by The Wombat of Combat:
Originally posted by CatMeowMeow:

Yeah 75 Muni is the cost

Satchel is anti building (Deals 340 + 340 damage against building) 3 of them can kill an OKW truck. (135 Muni)

But Gammon bomb is Not Really Anti Building!!! (200 damage against bulding and 100 against bunkers) You need 8 of them to kill OKW truck (550 muni) and 5 to kill a bunker (325 muni)
Big buildings have about 1000 health so 5 gammons too.
Also MG can just pack up and leave the building before gammon explodes.
It's there for clearing garrisoned buildings and blobs of infantry. It's likely to either cause devastating losses or force a retreat. Either way, no more blob.

MG's CAN pack up and leave before it detonates, but you also have to do so ahead of time. Once the timers starts that mg isn't leaving. That also requiring paying attention and seeing it coming, which a lot of axis players don't. Even then they can't use that building against you anymore.

Even you managed to throw it in center of blob. They have more than enough time to disperse

Even you managed to force MG out of the building, the building is still usable (Most big building have 1000 health and gammon only do 200 damage and no bonus like Bundled grenades or Satchel charges)
Stridswombat Nov 24, 2016 @ 9:10am 
Originally posted by CatMeowMeow:
Originally posted by The Wombat of Combat:
It's extreme if you can't avoid it. Imagine 200 damage faust.
Well, but even unupgraded Jadgtiger can move away from the blast completely
The only time it would hit is the poor pathfinding + a lot of tanks bunching up OR the tank is already snared.
Or axis player underestimating sitting their tank under an IS squad going "lulz, you got no AT!"

Happens a lot. Or throw it over a hedge or other line of sight blocker. Or throw it into the retreat path of a vehicle. Or just tulip it then gammon it for ultimate combo. It has its uses even if most of the time it is a massive waste of munitions. Which is why I think reducing the price to satchel level shall be sufficient.

The thing that annoys me the most about gammon tho is it stacks cooldown. Throw a gammon and you can't throw a frag because it causes both to go on cooldown. Or in the case of Tank Hunters, throwing a gammon causes the gammon itself, the frag AND the snare to all go on cooldown at the same time.

Using a grenade for other infantry doesn't cause their snare to go on cooldown so I'm not sure why it does this for Tank Hunters.
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Date Posted: Nov 24, 2016 @ 8:19am
Posts: 41