in fact, i have no idea how to counter a well micro-ed sniper that is always constantly cover by mg42s, grens and the like.
smoke and flank maybe.
Profile of wongtp
Post History of wongtp
Thread: Idea for Penals12 Apr 2016, 15:55 PM
In: COH2 Balance |
Thread: So penal is underpowered? or others are overpowered?8 Apr 2016, 15:27 PM
i dont understand this fear of buffing penals. they need a long range buff and a rec acc vet buff for staying power. they are awkwardly placed in a crappy unusable tier that has no way to snare or kill armor, no light indirect fire or machine guns. penals themselves are easily negated by suppression, no frag or AT nades or smoke nades, why are people so strangely fearful of a penal buff? a long range buff only make penals somewhat not useless at ranged firefights when advancing towards grens/volks is not possible because of mg42s,mg34s, sturmpios, etc. this buff dont make penals into super soldiers capable of conquering the old world and beating chaos gods into submission. penals still dont have the mid to late game dps, easily stopped by machine guns and tanks, close to 0 utility unless against garrison and overrunning okw truck positions it gives soviet forces a good infantry capable of preventing a complete steamroll on soviet lines when maxims are killed and conscripts just being completely useless against a volks blob. i can imagine conscripts ptrs doctrine/armored assault being immensely useful when penals are an effective AI option. what we can do however, is to make penals and elite infantry somewhat mutually exclusive. it will be far too much of a mp drain to bring in guards/shocks and penals together, maybe a small increase in their reinforcement cost. In: COH2 Balance |
Thread: Ostheer in a bad spot ? 27 Mar 2016, 18:27 PM
slightly on the backfoot with infantry but thats due to the dual lmg for riflemen and tommies. against soviets, grens and pzgrens are still superior. rather than grens, WFA weapon racks are the real problem and cancer to infantry combat. grens can do with a slight reinforce cost reduction to 26 but thats about it, they are very effective and capable line infantry with lmg42, cover and rifle grenades. great tank options and powerful support teams, whats not to like for this faction? like the soviets, their mid game is pretty much good positioning of support teams and good battlefield sense. mg42 + grens is your bread and butter tactic against any playstyle, be in infantry hordes of rifles/tommies or static lines of hmg and mortars. a good wehr is still far more frustrating to fight against than okw as allies. In: COH2 Balance |
Thread: Idea for Penals27 Mar 2016, 07:02 AM
better to rely on AT guns, mortars and maxims to hold the mid game while waiting out for doctrinal armor and elite infantry with utility conscripts that can snare and support set up teams decently. than rely on penals, snipers and m3 that cannot deal with vehicles at all, snipers not having dps to counter infantry and set up teams and being completely nullfied by forward retreat points. m3 not scaling at all after 3 mins into the game. penals is shit, even if they were buffed, the t1 hasnt got any mid game units or upgrades at all, 1 wrong move into losing fuel points, its gg right there. In: COH2 Balance |
Thread: New Commander Idea: Ground Support Tactics16 Mar 2016, 05:30 AM
The Soviet commander without calling elite infantry - useless commander. this, just this. has no way of holding ground, except non doc units which are horrendously outgunned by axis infantry. unless commissar has a good aura, conscripts are still effectively support units. an entire commander full of support units supporting a non doc rooster of support units, ineffective line infantry. this faction just screams inadequacy. what should be done is, support units and abilities that actually boost the effectiveness of non-doc infantry. 1)conscripts ptrs is a waste, bring in guards instead. 2)rework zis6 trucks, dont make them into a opel clone, make them a deployable forward retreat point, can be upgraded with medics. but this commander does have merits. commissar is a great idea but i think needs reworking to help soviets in their early game deficiencies, rather than a straight up buff aura. rework him into a combat unit. 350mp, effective early game infantry squad with good anti infantry firepower, limited to 1 squad at the time. comes in with guardsmen(with guards mosin nagants and 1x dp28) by his side, 6 men squad. has frag grenades. can be upgraded with binoculars for 75munitions for increased sight range. give him a unique inspirational aura buff. for every man that dies in his squad, surrounding infantry are inspired, similar to the effects of the old vet ability of soviet infantry. In: COH2 Gameplay |
Thread: Sov vs OKW: Broken Match up3 Feb 2016, 04:57 AM
decent strat but snipers seem to be very redundant. sov t2 is sufficient. ppsh cons are able to deal with okw infantry well enough, keep that mp and fuel to push out t70s or su76 earlier should be a better investment. t70 can keep luchs away from machineguns, mortars, at guns and support against infantry pushes. while ppsh conscripts can yolo into volks trying to schreck ur t70 down. the idea is to be very cautious with ur t70, use support teams to draw fire and annoy the crap out of okw, then counter push with conscripts. In: COH2 Balance |
Thread: Soviets dealing with heavy late german armor1 Feb 2016, 02:41 AM
3 cons maxim into what may i ask? thats just a basic early game build order. tell me the mid game when german infantry have better weapons and can wipe conscripts without losing much. In: COH2 Balance |
Thread: Soviets dealing with heavy late german armor31 Jan 2016, 07:11 AM
What is armored assault. hahaha, u try to work with conscripts only infantry build, we know how that goes. In: COH2 Balance |
Thread: Soviets dealing with heavy late german armor31 Jan 2016, 07:02 AM
been a problem since day one. tanks are barely the problem here, KT, tigers are nothing, easily defeated by tank destroyers which outrange them. its the heavy TDs elefants were already a big problem back then for soviet AT, you just have no solution to it apart from double AT guns or going t34 85s to flank. jagdtiger pushes that problem off the scale, impregnable frontal armour and insane gun values, you need to catch it off guard or use katyushas to chase away infantry support around it, then send in every to disable and pelt AT shells at it. the true problem for this is rear armour of heavy tanks and t34/76s being utter crap. while cheap, these things are useless. they do not have the hp to take shots nor the firepower to even pen rear armour. the thing is that jagd/elefants has got 150 rear armor, vs 80/100/120pen for t34 76s, thats only 53%/66.7%/80% to pen, completely absymal for a rear armor hit. if soviets have an effective medium tank they can actually mass late game, things might be a little different. In: COH2 Balance |
Thread: Remove FRP? yay or nay.10 Jan 2016, 10:06 AM
huh? no, blobbing is when medium/light tanks cant do their jobs to kite infantry into oblivion. blobbing is when infantry can counter tanks and other infantry so efficiently. so you can only get infantry units to get the job done, there is no need anti tank guns, mines or vehicles for fear of a fast light tank strategy countering ur entire army. why get rakatens when volks can do the job and without fear of getting flanked. whats the point of machine guns/light tanks to achieve fire superiority when obers have such an insane dps? forward retreat point is not the thing that promotes blobbing. and because of that, stupid shit like rocket artillery are being buffed to godly levels to "counter" blobs, when its actually just a super efficient wipe machine that has low risk to use. In: COH2 Balance |
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