Company of Heroes: Eastern Front

Author Topic: [1.04] IL-2 ability  (Read 13368 times)

Offline hgghg4

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Re: [1.04] IL-2 ability
« Reply #15 on: March 04, 2010, 05:24:38 AM »
Maybe something like a 37mm Cannon barrage that does damage to vehicles and infantry alike?

Offline SauerKRAUT

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Re: [1.04] IL-2 ability
« Reply #16 on: March 04, 2010, 02:27:57 PM »
Do you mean like the Henschel but worse?  The Henschel used a Pak 40 with an L for Luftwaffe in the designation with 15 or so round drum magizines firing at 200rpm (about twice as fast as the the game thinks) using tungsten carbide rounds (the stuka did as well actually). The Henschel was way rarer than the stuka though in the aspect of ground attack strafing and only a couple henschels of this type were ever made and even fewer saw combat before the end of the war which is another example of how Relic controls history and physics to the most realistic extent *sarcasm*. One way to check it might be to either
A. Less bombs more strafing
or B. Something I saw in blitzkrieg mod a while back with rockets, which the IL-2s used extensively which would cause far less damage to infantry and then have some strafes?

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Offline WillyWurm

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Re: [1.04] IL-2 ability
« Reply #17 on: March 04, 2010, 09:17:31 PM »
I'm sometimes going mad as well with these Il-2s (or Tempests ;D), but not because of the bombs - I love them, one Panther, and you kill all Soviet troops in the area by linking bombs with the Panther - but I experienced, that the cannon attack effects right at the moment, when the plane appears on the map, even if it flies in on the other side of a large map. I think this is not very "realistic" and perhaps a little bit buggy, because it doesnt matter if you are with one eye on the minimap. If you see the plane your Grenis arre already nailed on the ground...

Offline Ghost

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Re: [1.04] IL-2 ability
« Reply #18 on: March 05, 2010, 05:50:15 PM »
it just happened again... ??? we were about to destroy the last building, but then the soviet player used it on his own command territory and this time i retreated my units when i saw the marker, but the first il-2 bombed the retreating grenadiers and killed about 50% of them with a single run...

another question: can it be used when the hq is down? as far as i know, no abilities can be used when the hq is down, but all enemy hq were already destroyed when he used it?!
« Last Edit: March 05, 2010, 05:55:10 PM by kingtiger »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline hgghg4

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Re: [1.04] IL-2 ability
« Reply #19 on: March 05, 2010, 06:30:14 PM »
if you where playing a 2v2 then it could have been his allies, either that of he called it in right before you destroyed his HQ

Offline Ghost

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Re: [1.04] IL-2 ability
« Reply #20 on: March 05, 2010, 09:11:45 PM »
it was a 3vs3, but all hqs were down just an armory remained
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline hgghg4

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Re: [1.04] IL-2 ability
« Reply #21 on: March 05, 2010, 10:38:08 PM »
Probably called it in right before you destroyed it

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Re: [1.04] IL-2 ability
« Reply #22 on: March 06, 2010, 04:04:46 AM »
it just happened again... ??? we were about to destroy the last building, but then the soviet player used it on his own command territory and this time i retreated my units when i saw the marker, but the first il-2 bombed the retreating grenadiers and killed about 50% of them with a single run...

another question: can it be used when the hq is down? as far as i know, no abilities can be used when the hq is down, but all enemy hq were already destroyed when he used it?!

Did you keep your eye on the map and retreat them the moment the yellow marker appeared?  Or were you caught off guard by his no-hq call in and hesitated for a second or two?  If a bombing run hit your infantry, there was probably one of your vehicles nearby baiting the run.

Offline Ghost

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Re: [1.04] IL-2 ability
« Reply #23 on: March 06, 2010, 11:02:55 AM »
i saw the marker and retreated my units. they were standing near a hetzer tank of my ally but they were already retreating to my hq and were not even close to the tank anymore when they got hit....
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Polo

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Re: [1.04] IL-2 ability
« Reply #24 on: March 06, 2010, 03:37:27 PM »
Strafes are anti-blob abilities. Dont blob and you want get mass strafed.

Just watched a game where commando squad used smoke and run into a blob 2 grenadieres (no MGs) and 2 pios (only 1 flamethrower). For the fatherland(defensive) was used and Commandos lost 4 men and had to retreat.
These tough grens (vet 2) have to got a weaknees. You cant make them bomb proof.

I agree. I would think the majority of these players are blobbing, and if you blob and then get rapped by a IL-2 strafe then you should stop blobbing or accept these possible outcomes. If however this is not the case, then the best way to settle this is to start with uploading the replay where it happend.

Offline Ghost

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Re: [1.04] IL-2 ability
« Reply #25 on: March 06, 2010, 05:35:12 PM »
blobbing isn't the problem, even if you put your units in some distance from each other they will most likely get hit by one of the attacks.
i agree that strafing run is vs. blobbing, but then it's just 1 plane and the henschel isn't so deadly against infantry...
il-2 isn't just vs. blobbing, i've seen a panther driving away and being bombed anyway. the ostwinds we had were quite useless against multiple planes from multiple directions.
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Polo

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Re: [1.04] IL-2 ability
« Reply #26 on: March 06, 2010, 06:19:00 PM »
blobbing isn't the problem, even if you put your units in some distance from each other they will most likely get hit by one of the attacks.
i agree that strafing run is vs. blobbing, but then it's just 1 plane and the henschel isn't so deadly against infantry...
il-2 isn't just vs. blobbing, i've seen a panther driving away and being bombed anyway. the ostwinds we had were quite useless against multiple planes from multiple directions.

Well then like I said, replays please. I for one haven't found it too overpowered, and since most will agree right now the Soviets are a little underpowered they need all the firepower they can get vs those nasty Axis blobs. Sure it can be devastating, blobs or not, if used at the right place at the right time, but costing minimum 10 CP's plus the lengthy cooldown it damn well should be.

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Re: [1.04] IL-2 ability
« Reply #27 on: March 06, 2010, 08:19:40 PM »
blobbing isn't the problem, even if you put your units in some distance from each other they will most likely get hit by one of the attacks.
i agree that strafing run is vs. blobbing, but then it's just 1 plane and the henschel isn't so deadly against infantry...
il-2 isn't just vs. blobbing, i've seen a panther driving away and being bombed anyway. the ostwinds we had were quite useless against multiple planes from multiple directions.

Well then like I said, replays please. I for one haven't found it too overpowered, and since most will agree right now the Soviets are a little underpowered they need all the firepower they can get vs those nasty Axis blobs. Sure it can be devastating, blobs or not, if used at the right place at the right time, but costing minimum 10 CP's plus the lengthy cooldown it damn well should be.

I agree that dual Soviets are a little underpowered 2v2, but on the other hand in 1v1 they are also a bit OP.  The ppsh should be nerfed to the American engineer's SMG stats for example.  It just doesn't make sense how a 150 manpower squad (who are also immune to mines guarding flanks, and can neglect MG fire with the Major's charge) can rape a 300 manpower grenadier squad even at vet3.  Same with the partisans...those guys are like commandos combat-wise; the booby trap points are perfectly fine, but the demo they lay on buildings can't be manually targeted by small arms fire.  Other than that, the ZiS and conscripts need a buff and the USSR mortar just needs a slight nerf to its minimum range.
« Last Edit: March 06, 2010, 08:22:35 PM by Chancellor »

Offline Polo

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Re: [1.04] IL-2 ability
« Reply #28 on: March 06, 2010, 11:37:11 PM »
blobbing isn't the problem, even if you put your units in some distance from each other they will most likely get hit by one of the attacks.
i agree that strafing run is vs. blobbing, but then it's just 1 plane and the henschel isn't so deadly against infantry...
il-2 isn't just vs. blobbing, i've seen a panther driving away and being bombed anyway. the ostwinds we had were quite useless against multiple planes from multiple directions.

Well then like I said, replays please. I for one haven't found it too overpowered, and since most will agree right now the Soviets are a little underpowered they need all the firepower they can get vs those nasty Axis blobs. Sure it can be devastating, blobs or not, if used at the right place at the right time, but costing minimum 10 CP's plus the lengthy cooldown it damn well should be.

I agree that dual Soviets are a little underpowered 2v2, but on the other hand in 1v1 they are also a bit OP.  The ppsh should be nerfed to the American engineer's SMG stats for example.  It just doesn't make sense how a 150 manpower squad (who are also immune to mines guarding flanks, and can neglect MG fire with the Major's charge) can rape a 300 manpower grenadier squad even at vet3.  Same with the partisans...those guys are like commandos combat-wise; the booby trap points are perfectly fine, but the demo they lay on buildings can't be manually targeted by small arms fire.  Other than that, the ZiS and conscripts need a buff and the USSR mortar just needs a slight nerf to its minimum range.

I don't see where you're comming from with the ppsh nerf. Remember that the sappers only get those ppsh's once the 200MU upgrade has been researched, and most people would spend those munitions on many other upgrades first. Even so, I doubt a vetted sapper squad can take out a fully vetted grenadier one, I'd like to see that. As for the partisians, considering they're cost of CP's and MP, I think they're effectiveness is about right. ZIS seems fine to me, other than that recrewing problem. Although I think you may be right about the Soviets mortar range, only slightly though like you said.

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Re: [1.04] IL-2 ability
« Reply #29 on: March 07, 2010, 05:46:19 AM »
blobbing isn't the problem, even if you put your units in some distance from each other they will most likely get hit by one of the attacks.
i agree that strafing run is vs. blobbing, but then it's just 1 plane and the henschel isn't so deadly against infantry...
il-2 isn't just vs. blobbing, i've seen a panther driving away and being bombed anyway. the ostwinds we had were quite useless against multiple planes from multiple directions.

Well then like I said, replays please. I for one haven't found it too overpowered, and since most will agree right now the Soviets are a little underpowered they need all the firepower they can get vs those nasty Axis blobs. Sure it can be devastating, blobs or not, if used at the right place at the right time, but costing minimum 10 CP's plus the lengthy cooldown it damn well should be.

I agree that dual Soviets are a little underpowered 2v2, but on the other hand in 1v1 they are also a bit OP.  The ppsh should be nerfed to the American engineer's SMG stats for example.  It just doesn't make sense how a 150 manpower squad (who are also immune to mines guarding flanks, and can neglect MG fire with the Major's charge) can rape a 300 manpower grenadier squad even at vet3.  Same with the partisans...those guys are like commandos combat-wise; the booby trap points are perfectly fine, but the demo they lay on buildings can't be manually targeted by small arms fire.  Other than that, the ZiS and conscripts need a buff and the USSR mortar just needs a slight nerf to its minimum range.

I don't see where you're comming from with the ppsh nerf. Remember that the sappers only get those ppsh's once the 200MU upgrade has been researched, and most people would spend those munitions on many other upgrades first. Even so, I doubt a vetted sapper squad can take out a fully vetted grenadier one, I'd like to see that. As for the partisians, considering they're cost of CP's and MP, I think they're effectiveness is about right. ZIS seems fine to me, other than that recrewing problem. Although I think you may be right about the Soviets mortar range, only slightly though like you said.

Well, it takes a ZiS 4-5 shots to kill a PE AC, and you can't even re-crew it if it dies.  For the ppsh case, 200 munis is hardly close to the cost for vet3 (dont forget you must upgrade your grens with shrecks too if you invested in vet3 inf, and 3-4 of those cost more than 200 munis already), and yes, a 150 manpower upgraded engie squad can really kill a 300 manpower vet3 grenadier squad 1v1.  This is not even counting the dual flamer upgrades they can get and the re-enforce cost comparisons.  The partisan are a little too strong (maybe only slightly too strong), but the main concern is that they can demo (which are invisible) buildings.  Its not as bad as the British commando demos who can outright lay them randomly on the ground, but still irritating.
« Last Edit: March 07, 2010, 05:49:05 AM by Chancellor »