
Profile of ilGetUSomDay
Post History of ilGetUSomDay
Thread: top 200 play turns out its blobs snipers or cheese30 Aug 2014, 02:14 AM
Watch some of the top streams. You will see this is not the case at the top levels of play. Top 200-1000 is players with varying levels of skill. A lot of them are really not terribly great but use cheese like you noticed to get to that point. They are not skilled players but rely on the the build and meta to win. Blobing can only get you so far. As for the snipers guard, its really just a faction design problem In: COH2 Gameplay |
Thread: Okw Balance29 Aug 2014, 15:30 PM
Income on each territory is increased based on the number of players in the game. in a 4v4 situation incomes are huge and so even if allies dominate for the first 20 minutes, Axis players still have plenty of fuel for late game unlike in a 1v1 situation In: COH2 Balance |
Thread: Please be consistent with Call in artillery 28 Aug 2014, 16:48 PM
Inconsistencies? how bout the the US and OKW 105mm can be fired on base sectors but the 240mm USF one cannot AA in this game is pathetic. I have tested in a custom map before to see how much it takes to reliably stop planes in general: It takes 2 dedicated AA devices (ostwind, M5) to shoot down the plane at the end of its strafe. This is also assuming both are right near by each other and in the plane's trajectory. It takes 3 to down a plane between the first and second pass. It takes 4 next to each other in order to drop a bombing strike. OKW is different, their base flack guns do not do a whole lot but there is a tremendous difference with the flack HQ on the field. It takes some extreme luck to shoot down any planes with pintle mounted mgs Anyhow I made this post not much out of balance for the call ins themselves but to promote a polished game. Inconsistencies are not very professional. In a sense its like making a law that some people have to fallow but for no reasons others do not. In: COH2 Gameplay |
Thread: When do you use attack-move?27 Aug 2014, 17:22 PM
The only time it is really useful is when you want to attack something at max range. One key unit Attack move is useful for is when kiting with a sniper. Shoot a squad and walk back, fallow up with an A move in order to re attack at the safest distance. Another time it is useful is when you opponent has a single capping squad taking an open point, such as one of the close spots on Semoisky Summer/ winter. When using a long ranged unit such as a gren squad the A move will initiate an attack at their optimal range vs close ranged units such as conscripts. Other than that A move is not terribly useful because actual micro will put your units in better spots or focus fire. One of the failings of this game is target priority. You can clearly see this problem when you run into a blob A moving towards you. They will all stop around the same time and open fire on the closest unit. I would never A move a tank In: COH2 Gameplay |
Thread: Combined Arms Strats27 Aug 2014, 15:42 PM
Hi comrades of the glorious Soviet Union Here is a solid combined arms strat I refined over the course of Coh2 for soviet vs Ostheer: con con build T1 penal M3 Penal guard T2 Maxim, mortar, or zis depending on the map and what is spotted Maxim, mortar, or zis depending on what you spotted earlier and did not buy last (I.E. if you got a maxim, get a Zis) from here probably another guard squad T3 or T4 depending on what doc you chose (if you chose guards motor, no need to get T3, get T4) This strat was originaly for ISU mech support doc (I loved the ISU since coh2 came out even though it sucked) You'll notice there are no HQ upgrades. I generally do not get molotovs, but AT nades and Healing is essential to the game. you should get at least one of the upgrades before T2 is dropped and the other before T3 is dropped. Key points with this build: first M3 is for either a penal squad or an engineer squad. It is ment to flank, chase down weak units, or drop off a penal squad to satchel a bunker. This M3 is very important in keeping your opponent forced back, Do not over extend this unit unless it is for a large gain. Keep it in the back as a mobile defense/ support unit This build is munitions starved, try to ration out your abilities and mines after the second penal is out, Cap points in pairs, one penal and one conscript squad. Keep your guards along your defensive line near your weapons teams. Guards with DP's are key to holding the line effectively Original this build was ment to have T4 only back when Su-85s were awesome and T34s sucked something terrible. T3 is a much more valid choice in current times, though on some maps getting an SU-85 is really good. last of all, combined arms only works if you are using combined arms. What this means is your units need to be in arms reach of each other to be effective and supported. A lone guard squad can get picked off easily and like wise if you accidentally have two penals on one side of the map a 221/222 will ruin your day |
Thread: Scavenge OP27 Aug 2014, 15:10 PM
![]() In: Replays |
Thread: Please be consistent with Call in artillery 27 Aug 2014, 13:13 PM
Oh yea, also if call in arty was not allowed to be used on the base sector, there would no longer be videos and posts showing how arty killed their base while they were winning In: COH2 Gameplay |
Thread: (Relic) looking for map feedback on (2-4) Road to Kharkov26 Aug 2014, 03:13 AM
I think this map needs the south spawn cut off's moved closer to the spawn. The north side has a much closer distance to its cutoff's as well as harassing the south cut off's. Also the wide open area around the east VP needs another entrance from the south. You are stuck going through the center either along a negative cover road or into the center VP. the west VP is fine and accessible from all directions easily On a further note to support my Cutoff's being moved the west south spawn road cut off will no longer be harassed by the building and stone corner walls just north of it. I also agree with Sarantini that the middle area just south of the center VP needs to be widened In: COH2 Gameplay |
Thread: Please be consistent with Call in artillery 25 Aug 2014, 21:07 PM
See this is why I do not post on a regular basis anymore. No matter how well written or supported (mine is not really do to its generic request) threads get hijacked by details. I made no mention of what I play, and yet immediately the USF AA truck came out. May I remind you to fully read the thread and not to make assumptions, they lead to flaming in many cases. I could be a pure 1v1 player or an Ostheer only player that thinks the ability is broken. In any case it was an EXAMPLE not a complaint. There are a few abilities like it that I am referring to. Before I go on to my main statements, I would just like to mention AA is terrible in the whole game. It takes 2-3 AA units depending on positioning, call in area, and what they are doing to reliably shoot down planes. Having one unit does not have an effect. Now for my main points: This thread is about call in arty in general, not specifics. I see no reason why call ins should not be consistent. In anything, school, work, games, etc. inconsistencies are not professional and show sloppiness or laziness which are not good things for the upcoming partnership with ESL. It also indirectly makes some doctrines redundantly better. One of the reasons I think making all call in arty un-usable on base sectors is on map artillery. If Call in arty cannot be used in base sectors, it actually allows on the map arty to participate without simply being bombed off the map at the first convenience of your opponents. This indirectly will allow arty to some what be able to counter heavy tanks such as Jagdtiger, ISU, and elephants more readily with out any major statistic changes. Point two is that Units have cool downs for a reason; they are not supposed to be spammed. Call ins should be no exception. being bombed or strafed for minutes strait leads to dull, non strategic play as you can save munitions (really easy to do in team games) to simply off map bomb your opponents back. In: COH2 Gameplay |
Thread: Please be consistent with Call in artillery 25 Aug 2014, 16:36 PM
There are plenty of experiences with it. There have been times I have wanted to use an ability in a base sector and was denied, and other times I can. I see no reason for inconsistancy. As for "the bad experience" the most driving factor is the stuka strafe run. Man of the call in's such as incendiary can also be spammed. In a 1v1 it is not so bad, munitions are spent all over the place. But in any team game resource incomes are much larger and there is a plane in the air pinning squads for minutes strait, making offensives almost impossible. In: COH2 Gameplay |
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