It is a map dependent commander, at least in terms of tech of what you choose.
So the first thing you should consider is floating manpower at some point before you activate Industry. The main problem with this commander is that at some point your ability to spend your increased fuel income runs out because of the manpower drain. If you activate this commander immediately, it will only take another few minutes before you start struggling to reinforce and get new units. I suggest floating from 3 CP's to around 5-6 depending on how you're doing in the game.
If you effectively float for this period of time you should have anywhere from 800-1500 mp as a bank, then you can activate the commander and spend your around 150 fuel after teching. So now if you just focus on getting new tanks, this bank should keep you spending fuel regularly for around 30 minutes assuming you dont loose infantry units left and right.
As for your tech choice it matters a little based on what your team mate is doing and the map. On certain close maps you should go T3 because it will be really hard to use SU-85s, and have your partner go for something heavier like IS-2s or T34-86's. With this tech choice you will also be able to get M5's whenever you want because spending all the munitions you get is difficult with this commander. On more open maps T4 is a solid choice. You can get Katushya for indirect support fire, SU-85s for solid AT, and it synergies well with being able to call in a KV-2 or KV-8.
Another thing to note is that double engineers is a must. There is no way you are ever going to spend all your munitions well with just one engineer squad, and so those resources will go to waste. Make sure to be mining up and demo charging everywhere. Plus they help keep your tanks on the front line.
Strategically speaking in the early game you have to play defensively and rely on your team mate. T2 is a sold choice because you can get support weapons which are not as draining as say a con spam or penals. Snipers are a good choice too, but make sure your ally gets T2. As the game progresses your tank ball should start rolling. repair station and double engineers will allow the tanks to keep fighting. Remember to do most of the work with your vehicles, any damage done by your tanks is FREE damage that you can repair as long as you dont loose the tank. Sending infantry to do the bulk of your fighting is a great way to loose your manpower bank and loose the game.
You are playing Industry, if your tanks are not doing most of the work later on you are doing something wrong.
Dammit Vort, you beat me to it! |
As part of the equivalent in army strength to his force when he builds 2 obers. Yes. And something of the other mentioned things.
Did i imply using a T-70 against a KT? But if you want to put it that way, i'll throw a T-34 behind a KT anytime of the day if it got support.
I indeed do play this game. Lets play a 1v1 and find out what your big mouth is worth.
you do realize the equivalent force of conscripts still gets wrecked, conscripts have to leave cover just to try to get in range to not get dominated by the lmgs, in which case their dps lowers on the approach and for a time the conscripts are out of cover.
Stay out at long range and loose, close in to close and loose, try to mass molitov and get counter grenaded (which these hurt way more than the rng flame crits)
Shocks, upgraded paratroopers, and m1919 rifles are the only infantry that can even attempt to trade |
Well, they have changed brummbars vet1 ability so there is that.
Right oh I forgot about that.
1 major change that had nothing to do with numbers |
How did this thread get so far,everyone knows Relic will not make any major changes such as removing, adding, or moving upgrades, abilities, units etc. They only ever modify unit stats.
quite simply its pointless to ask and allow flame wars to start. |
I will treasure this moment, Silence has been broken!
 |
What if i told you that the DP upgrade has more DPS than the Gren upgrade 
Thats cause there are two of them  |
Lie like a politician, epic
That shows you how ignorant you really are, instead of bullshiting yourself as know-it-all.
COH1 suppression breaking ability has a high risk doing it, if you dare to fire up and throw a nade at anther MG fire cone, that squad die faster than 3 Obers shooting them, and it also ignore vehicle crush evasion.
Its sure great that no body in coh1 stopped to throw a grenade, fired up and sprint US blobs just ran strait past and killed it.
abilities like sprint and fired up were why I stopped playing coh1. Atleast the blobs in coh2 are at walking pace |
No i dont agree. what you describe is simply bad gameplay on part of the mg user. You should have a wall of infantry providing protection so they dont get shot down.
The entire point of the mg42 is a force multiplier that fails to deliver as blob can still walk right over you mg and supporting units.
What the mg42 and mg34 need is significantly better suppression against (and im talking 25%) units in the open (not against the ones in yellow or green cover)
This way full frontal blob assaults get mercilessly shot down.
As long as 50 cals and maxims get a similar buff im all for blob control |
USF:
A faction with some cool design, I think all they need is a late game buff and an early game nerf.
- jackson & 57mm ATG penetration buff.
- nerf regular & bulldozer sherman AoE slightly.
- nerf 1919 LMG dps.
- slightly nerf BAR dps.
- make teching a lot more expensive manpower wise and slightly slower.
Only real major thing I think you missed was how awful Captain tech is, Making the Lieutenant tech a little more expensive is fine, but the captain should stay where he is at, and all the units in this tier need some help. |
Why do u want to nurf Wehr Lmgs?
and by how much?
id add to increase volk price to 270 and increase thier reinforce cost to 25
They are currently more spammable than cons
Nerf wehr Lmgs like everyone else's lmgs because currently once gren spam gets rolling these units can simply A move towards you and out dps a large amount of allies units even in cover. M1919s have a similar problem.
Maybe all lmgs should get nerfed to DP level, then no one would complain  |