Profile of LemonJuice
Post History of LemonJuice
Thread: Why is usf at gun so bad?27 Nov 2018, 23:44 PM
it seems bad because axis tanks generally have high armor values, and get even higher with vet 2 skirts. but as others have mentioned, the abilities it comes with, and the vet bonuses make it a really good at gun.
Thread: Flags on points24 Nov 2018, 03:25 AM
24 Nov 2018, 02:47 AMLatch
pathing is 90% of the time user error. this is a hard pill to swallow, but the pathing in the game is for the most part predictable, and there are ways to make sure your vehicle does what you want it to do. the most common mistake is backing your vehicle into an uncrushable object (which will force your vehicle to rotate to get out). always use the reverse key and micro manage your vehicles pathing.
In: COH2 Gameplay
Thread: Flags on points24 Nov 2018, 02:13 AM
just take into account the fact that theyre inpassable and change your vehicles positioning accordingly
In: COH2 Gameplay
Thread: I haven't seen a Soviet AT gun in at least six months.12 Nov 2018, 06:24 AM
AT penals/conscript lose an extremely large portion of their anti-infantry effectiveness, STG volks and lmg grens have no problem running them over on in a 1 to 1 fight.
guards are have both anti-infantry and anti-light vehicle, but theyre effectiveness against tanks is pretty limited, unless the tank is alone and is getting shot at by 6+ ptrs, at which point it kinda becomes a l2p issue.
you see soviet at guns in the majority of decent skill level games that go long enough.
Thread: Grenadiers + HMG42s vs USF7 Nov 2018, 08:24 AM
the best way to play usf vs ostheer imo is to go 2x rifle -> nades -> rifle -> ambo or 3x rifle -> nades -> ambo
2x rifle into nades will insure you have a nade ready for the first engagement, where as 3x rifle will give you more flanking opportunities but you wont have a nade ready for the first engagement unless you delay fighting.
the entire first engagement should revolve identifying where the enemy mg42 is, and getting a squad around to nuke it and steal it. in the most ideal scenario you nuke it and steal it, and easy game becomes a breeze for you. this is actually not as hard as it seems, but it does require you to have some game IQ in predicting MG positions.
try to prioritize double muni over double fuel, you want to starve ostheer of LMG42s and riflenades, while at the same time enabling your own nades and BARs/zooks. with munitions control, youll win the infantry fight, which snowballs into controlling fuel/rest of the map as well. the next big threat is flame HT, so i like to go captain and zook up me RE before i start handing out BARs to insure i have good deterrence.
USF really does require you to be able to multitask really well, if you can pop good smoke, and nade multiple firefights at the same time, use On Me effectively, etc etc, you can really easily overwhelm ostheer players that are dependent on their weapon teams.
Thread: About soviet shock troops in WWII21 Oct 2018, 00:56 AM
shocks can be just as defensive though, especially on close quarters areas, it can be almost impossible for infantry to take points if there are shocks hiding behind shot blockers.
Thread: Feedback for Commander Revamppatch14 Oct 2018, 18:37 PM
14 Oct 2018, 14:28 PMStorm Elite
I actually laughed reading this
Thread: Feedback for Commander Revamppatch5 Oct 2018, 10:08 AM
having played with and against infantry, it seems like a pretty viable commander now, its actually pretty fun to play it. might need some very very very slight tuning down, maybe remove one of the 10% bonuses that the veteran sergeant gives, probably the 10% recieved accuracy, or increase the a little bit.
stormtroopers are quite good, and extremely annoying to deal with.
nkvd seems a little underwhelming right now. only played against it, but i didnt really feel much of an impact from the doctrine.
elite armored is pretty strong, minus the sturmtiger. the vehicle crew repairs might need adjustment, either in cost or amount repaired. currently it repairs too much for too little. not really sure what the sturmtigers role is at the moment, if its supposed to be a powerful squad wiper its definitely not doing its job. making it mutually exclusive with KT was good (doesnt really mean much since both are pretty bad atm), but it would be nice to see an increase to cost, increase in combat effectiveness, and maybe an armor decrease.
mechanised seems like middle of the line i nterms of effectiveness. not really sure how i feel about the jeep, it seems really flimsy and it becomes combat effective around the time that its counters hit the field (raketen, faust). usf early game needs as many combat effective units as possible because of how strong sturms and mg42s are, so it kinda feels like a trap almost. wondering if making it come with a similar MG as a UC would be too much. the HVAP shermans are actually ok in terms of armor piercing, two actually pose a significant threat to most axis armor. they still have the range of a medium tank so theyre not true tank destroyers. does the hvap have a penalty against infantry? also, felt like that cavalry riflemen took forever to reinforce, might just be me tho.
Thread: Feedback for Commander Revamppatch4 Oct 2018, 23:44 PM
The lmg is better than the old 5 man because it not only is a huge dps increase, but it’s focused dps instead of spread out through the squad. Playing against the new Infantry for a few games it seemed ok, the most annoying thing about the doctrine was actually the stormtroopers.
Would it be possible to give the veteran sergeant gren a different model?
Thread: Feedback for Commander Revamppatch4 Oct 2018, 20:22 PM
4 Oct 2018, 20:13 PMKasarov
That said utility NEEDS to translate into killing power or else this doctrine won’t see a lot of play. What’s the point of having mainline Infantry that can’t kill anything and instead gets killed by everything else short of engineer units. Why not just go ostruppen for 6 men AND an lmg down the line. Mp40 Volks will beat stg volks at short range. There is a range where they excel over their counterpart. 5 man gren squads currently do not beat lmg greens at any range. You’re sacrificing wiping power and manpower bleed on the opponent for what?
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