Ost: Rush 222, kill both snipers -> Enemy has lost 720 MP within a few seconds.
USF: Rush M20, kill both snipers -> Enemy has lost 720 MP within a few seconds.
OKW: Get a Kübelwagen, kill both snipers -> Enemy has lost 720 MP within a few seconds.
Soviets: A bit tricky yes, as T1 offers the M3 as well as the snipers for counter sniping. Or rush a T70, kill both snipers -> Enemy has lost 720 MP within a few seconds.
UKF: Rush AEC, kill both snipers -> Enemy has lost 720 MP within a few seconds.
Snipers are extremly cost intensive, require a high amount of micro and usually don't cap.
So if your enemy rushes two snipers, he usually has problems with capping the map. Take over most of the territories and stay defensive until your counters arrive.
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Game Name: highfiveee
Steam: 76561197987828700
Residence:
GermanyNationality:
AntarcticaGame Name: highfiveee
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It is though God by command has withdrawn every other throne.
And God is saying 'No. These people will deal with me alone.'
And God is saying 'No. These people will deal with me alone.'
Post History of Highfiveeeee
Thread: Limit snipers to one at a time16 Mar 2016, 10:15 AM
In: COH2 Balance |
Thread: HELP! what to do against CT?16 Mar 2016, 10:12 AM
The Sherman Firefly simply fucks the KT with its huge range and rockets. The KT is slow and clumsy. One single mine and it gets a damaged engine that will result in your Firefly being able to easily kill it. But if the enemy gets a King Tiger in 1v1 then the problem was made before the KT arrived. The unit itself costs 310 Fuel, the buildings needed cost 160 Fuel, so 470 Fuel in total. That means usually no tanks before the beast. In: COH2 Balance |
Thread: 50 cal should be a vehicle killer16 Mar 2016, 10:05 AM
USFs support weapons are a completely joke. The MG is somehow similar to OKWs MG34, the AT gun is the worst ingame (besides that Soviet commander AT gun I have never ever seen) and the mortar is non existent. Buff the support weapons slightly and nerf rifles slightly and the result will be a faction that suddenly has various more viable tactics instead os simple rifle blobbing. In: COH2 Balance |
Thread: Double maxim spam.16 Mar 2016, 10:00 AM
The problem is simply not the maxim. People tend to spam this unit because it is the only viable option for soviets infantry wise in the early game. Engineers suck in battle, conscripts suck in general and penals suck too. T1 is too dangerous because of the lack of AT so T2 is a must for Soviets at least 80% of the time. The maxim is better at being the unit conscripts should be than conscripts themselves. In: COH2 Balance |
Thread: the cure for cancer (aka emplacement)16 Mar 2016, 09:49 AM
Sure, direct fire itself is correct. But I think he was referring to the Bofors' artillery barrage that comes with its garrisson bonus. In: COH2 Balance |
Thread: Conscript scaling16 Mar 2016, 09:48 AM
The idea to have one of the main faction's main battle infantry revolve about being only good in suicidal situations is one of the biggest flaws still in the game since day one. Being able to get Guards and Shocks only with a commander is simply rubbish. In addition, penals are way to similar to conscripts. Just a quick thought, but Guards in T3 and Shocks in T4 would be an interesting idea. In: COH2 Balance |
Thread: the cure for cancer (aka emplacement)16 Mar 2016, 09:00 AM
has that bofors suppression fire thingy actually existed? I didn't look for a long time, but at least wikipedia says nothing about this particular Bofors being used as artillery. It probably was AA only. But we all know that CoH is not the most realistic war game out there. In: COH2 Balance |
Thread: So which faction match up is the hardest now?16 Mar 2016, 08:42 AM
I'd say OST if most difficult faction to play because it's best design. No shitty bs, no freaking OP blobs etc etc and becasue if this, it's hardly melted by allied factions. Ost is behind because they need about 1 minute to put the first fighting unit on the field because Pios have to build T1 and only then they can bring Grens on the field, a squad with only 4 man that is only good behind cover and in long range. Because of the time needed, many Allied players put their squads into choke point buildings where it is very hard for Ost to get them out because either you have to spend mun for a flamer (no teller mine against light tank rush) or get a mortar (even less capping power). Getting a fast MG is imo the only viable solution, but the capping power still is very low. Sov: Can get conscripts from T0 at the first second (main battle unit) USF: Can get rifles from T0 at the first second (main battle unit) OKW: Can get volks from T0 at the first second (main battle unit) + Start with Sturmpios UKF: Starts with a IS squad (main battle unit) and can get the second from T0 at the first second Ost: Starts with Pios (weak unit with little fighting potential) and needs T1 to get the main battle unit While Ost gets the first grens, all other factions usually have at least 2 squads of their main battle units, which are simply better in the early game (rifles, infantry sections) or have a higher amount of soldiers (2x conscripts vs 1x grens is 12 men vs 4). The Ostheer is always about a minute or two behind and their single purpose is to react, making it by far the most defensive faction in the game right now (disregarding UKF sim city). There is very little room for Ost to pressure the opponent unless you are clearly playing better. The lack of Ostheer's close combat unit (Pzgrens come too late and can't engage because of high lethality) and no light tank makes them even more defensive. I like that playstyle very much myself, but with the introduction of the British ultra sim city commander, Ost plays against a more aggressive faction that has also better defensives, leaving little to no space for counters. A mortar loses badly against a mortar pit which can be repaired automatically and braced. A well placed bofors can only reliably countered by a mortar HT which is only available in 2 commanders, from which one sucks and the other one is premium (spearhead). The MGs, the real backbone of the Ostheer (not the grens IMO) are simply put out of the game against the helms deep commander that is defensive/aggressive at the same time because of counter artillery and mortar pits, both with immense range. The same thing happens with your Paks, leaving the Ost player no reliable counter against british tanks except StuGs (but then you can't counter the superior British inf). If the Brit manages to cover two VPs with his Mortar and Bofors, then it is extremely hard to do anything as Ostheer. So in my opinion Ostheer vs that particular Brit pay2win commander is the hardest setup right now. In: COH2 Gameplay |
Thread: Seasons and Ladder reset.15 Mar 2016, 13:19 PM
I'm just throwing 'War Effort' in this topic. Bye. In: COH2 Gameplay |
Thread: New Commander Idea: Ground Support Tactics15 Mar 2016, 08:02 AM
Updated title to make clear that it is not an upcoming commander but an idea. In: COH2 Gameplay |
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