That's insane, It's a 'permanent' ability right? and can only be turned off when killed or the player chooses to, so, if I turn it off an reactivate it, it costs me another 30?
The cost needs to be removed, how much does the Alien tech Jag/Rek cloaking cost, hmm? HMM? HMMM!!!! Or to switch the AAHT to AA mode, how much does that cost!
Yeah, thought so Relic.
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Thread: Take Aim!13 Aug 2015, 14:26 PM
In: COH2 Gameplay |
Thread: Take Aim!13 Aug 2015, 11:14 AM
Does this really cost 30 munitions to increase range but reduce the cone? That alone is surly means enough to balance the ability, I mean, it costs the exact same just to fire an AP round from the gun! I have only just noticed the price, has it always been this way? In: COH2 Gameplay |
Thread: USF vs OKW13 Aug 2015, 10:49 AM
I feel like I lose every time I pick LT. It's like completely useless because the .50 is terrible compared to all other HMGs, I never use the M20 and the Flaktrack gets destroyed all the time by everything. I'm just gonna wait till UKF comes out and play as them. .50 cal is awful, I saw it go toe to toe against the axis MG when both were in buildings, the axis mg just couldn't kill any models but the .50 cal was dropping them. Problem is, that's it, it doesn't even pin unless they are looking down the barrel and even then it takes 5 hours so the weapon can't be used like a normal HMG to be effective, it has to be used at the front with your attacking forces to suppress the enemy but it needs babysitting like a suicidal toddler at all times. Going M20 against OKW is not something I recommend, the zook crew is useful against the Puma and (I hear) that the axis AA HT cant shoot if the M20 gets really close to it, but again, far too much micro for any gain. You are better off going CPT and following the Stuart around with the CPT in case you run into a puma. Don't get me wrong, I love the M20's mines but to make it work against OKW you have to place a mine down where you know there vehicles will chase you, if you can pull that off then you bought yourself a fair bit of time to roll around in the M20, about 20 seconds before the shreck squad arrives Think of the LT as a domination option only, if you had all the map by the 4 min mark, tech LT and get an AAHT + MG then CPT + Stuart, but only if you know there wont be any threat due to your map control. I had a game once with the M20, AAHT and a Stuart, that was micro hell but thankfully, he surrendered after he realised there was no way he was getting past it. But alas, I know what's good and when, but against OKW lately with dual ISG's, Obernators+LMG's and ninjas in buildings against my poor rifles, I have had little to no success against OKW players. |
Thread: Is the BAR essential?12 Aug 2015, 14:13 PM
The only reason I see it as a possible advantage is the fact its given as a doctrine perk, it must bring some use right? Or again, do I put too much faith in relic and it is simply supposed to be there to protect your vehicles with greater DPS when you decrew. |
Thread: USF vs OKW11 Aug 2015, 09:22 AM
I need to know this too, I can not beat Obers at all (I play 1v1). I just had a game where as soon as i engaged them they bled my units dry in seconds, litterally can't even get a shot off before needing to retreat. If im forced to go a certain doctrine, JUST to beat a stock unit, then that's broken as garden. |
Thread: When to build what?10 Aug 2015, 10:12 AM
I understand the concepts: Heavy MG start? Tech nades ASAP Infantry heavy? Build Ambulance Floating muni? Tech BARs Yet I fail to adhere to these almost every game. I will have 5+ riflemen and opt to rush out a Stuart than an ambulance, I feel like I NEED to put that pressure on the enemy. Hell there are more than a few games where I don't build an ambulance at all, don't tech nades or BARs. Are the above 'unwritten' rules set in stone, are they detrimental to success, and if so at what stage should it be done? Should I sacrifice my Stuart for 1 minute longer as I build an ambulance and heal my squads? Should I tech BARs before CPT, delaying it by almost half but gaining a firepower advantage early game? When, what and why should you tech for the now vs teching for the long game as I feel this is whats letting me down in the majority of my losses. |
Thread: RE heavy starts=the future10 Aug 2015, 10:06 AM
Assault Engies and Pathfinders might be needed if you go more than 2 RE early game, btw Could you elaborate? I find both (more so engies) to be very squishy! |
Thread: Fighting Position bug10 Aug 2015, 09:48 AM
Its not only with fighting positions, works with every building. Even Axis can do this aswell. Conscripts can build sandbags while in buildings etc. Oh wow, I have yet to check but can the axis also do this with the bunkers? I assume so if you can replicate the effect with buildings. In: COH2 Bugs |
Thread: RE heavy starts=the future10 Aug 2015, 08:40 AM
About the fighting position tank traps: Thank me later Typically I will build 1 more RE to start into 3 rifles then tech up, the 1 more RE is really vital to capping a lot of the map early on but building an extra RE? I don't know. Giving them 60-120 munitions worth of weapons to become pinatas for the enemy is a bit too risky for my liking. I might try it though. |
Thread: Fighting Position bug10 Aug 2015, 08:30 AM
well that explains how cons can do the same thing with sandbags. i wonder how the build/garrison bonus/penalty works out... I tested that too, I placed an enemy squad (grens) as they were building and I only lost 1-2 models, so it seems like you take more damage but not as much as you normally would In: COH2 Bugs |
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