I play 4vs4 USF because its funniest to play to me actually. I don't ask people to share my feeling anyway.
I don't really care who I'm facing and seeing the top25 OKW shows me I probably didn't met them yet because I'm winning more than often and when I don't it is more because of a map issue or an Allied plauer doing dumb thinks than unbalanced armies.
My two last defeats:
1- A Sov player trolling the game, he didn't build anything else than cons for 20 minutes.
2- Karkoff north position start. it was challenging and we lost. But I'm not going to veto the map because the challenge is interesting.
I only veto City17.
My last victory was again 3 okw + 1 ost, and we beat their blob early with a really nice move.
Honestly the small pool of Allied players make it easier some times - at least when you go up in rank. I'm more confident in my random mates, many times they know what to do where to go etc.
I was about to write a kind of guide/ personal comments on how to play USF faction in 4vs4. But I'm not sure to be good enough to do that, or at least to reach the rank I'am.
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Post History of Esxile
Thread: Damn this balance26 Feb 2015, 09:37 AM
In: COH2 Balance |
Thread: Damn this balance25 Feb 2015, 10:20 AM
I hardy prefer seeing trash players focusing on playing Axis faction for its blob potential and HOORA BIG GUNS LATE GAME FFS!!!! than seeing them switching to play Ally. If a game has to be spoiled by trash players, it's always better if they are on the other side ![]() In: COH2 Balance |
Thread: Nerf Greyhound Canister Shot24 Feb 2015, 16:41 PM
I go for Recon support just for the Grayhound. I won't deny you, But you should try the reco run that give a huge advantage just before a massive push. You know where his ATguns are, blob is etc... IR Pathfinder has a unique ability: to call Arty barrage in the fog of war. So you sneak behind his line and you don't even need to have vision to burst him. Of course you need to know where is your target but the previous reco run is here for that. Perfect counter to medic truck. In: COH2 Balance |
Thread: Remove Shreck from Volks24 Feb 2015, 14:10 PM
1- Volks get easily vet1 in less than 5 minutes, usually the 1st squad you'll give your shreck upgrade. 2- Volks are combined with Sturmpioneers, it is not like you only have volks to deal dps in the first 5 minutes. you want to up AI volks? nerfing sturmpioneers will automatically be the counterpart and so volks price will stronlgy increase while sturmpio will decrease. 3- Kubelwagon is a suppressive platform that scale every well with volks from T0. It is not like you don't have any suppressive platform from the 5 first minutes. Give a try to RE + rifle to understand what is an unreliable suppressive platform. 4- raketen is a ATgun available from T0, so unlike some other factions like USF, you always have a solution for an early hard AT deployment. USF need to go T3/80fuel investment to have something equal. So yes it takes time to aim and has no cover, but can be place in a building and retreat. I'm not really sure it would suit OKW faction to have a Atgun performing better but without retreat button and linked to a tiers building. Now if your arguments are Light and medium vehicles are dying too fast compared to a volks shreck mob, that a problem of skill. And I guess your not going to improve if you continue to play like that. All factions are actually sharing this "issue". But the root cause is mainly the player. In: COH2 Balance |
Thread: Remove Shreck from Volks24 Feb 2015, 11:25 AM
I think you don't understand all factions have downsides for any choices you make, That's the fun of the game, paper.stone.cisor Volks shreck spam/blob is the only strat overcoming its own downside. It doesn't reduce your IA power, it has greater AT power than expected and vet make it a beast late game coupled with Obers or Panther. And all above that, volks are cheap to build and reinforce. It's a stone that has minium 50% chance to beat paper as well. Your flowchart shows exactly this: A list of downsides from any choices you can make as OKW if you try to not play easy A-move. Now you must understand that it is exactly the same for all factions, except that they don't have that AI-AT blob reliability all over the game duration. A blob of rifle is completely hard countered by a medium AI tank, same goes for a blob of cons/penal or even worst a blob of shock or para because the mp bleed is even worst. Sov, USF and Ost factions can blob as OKW, on early game only, and need to transition mid game into more micro. OKW doesn't. Does it make Sov, USF or Ost blob better? no, I agree with you in advance, but at least they are limited to low level of players and 10 minutes per game before losing all its potential. I wouldn't care that much if volks blobs were as well limited to early game but right now, it is not the case. In: COH2 Balance |
Thread: Remove Shreck from Volks24 Feb 2015, 09:48 AM
Ahaha, is it a joke? You should give another look at your flowchart. It only says " every thing apart from spaming volks + shreck is crap" assume it is the only OKW strat not displayed in this "how to fail and lose with OKW" flowchart. Early AT you can build from T0, no teching cost = crap and cost you too much MP Mid/Late AT jagpanzer is crap because it's too much dedicated AT with little AI power. Early/Mid AT Puma is almost crap because it requires micro "it cannot be everywhere..." Naked volks (no shreck) is crap, don't gain vet and are not effective. In: COH2 Balance |
Thread: Remove Shreck from Volks24 Feb 2015, 08:44 AM
The Volks in their at role are the logical choice for OKW. Interesting reasoning, it shows you are crap with anything that isn't A-move mob. In: COH2 Balance |
Thread: Nerf Greyhound Canister Shot24 Feb 2015, 08:27 AM
Probably the first time I have to agree with you on the balance forum (at least partially). Best USF commander in 4vs4 by far imo. And I don't even use the greyhound, forwarded vision (when it works) + IR pathfinders + reco run pay the commander if you use it well. In: COH2 Balance |
Thread: Remove Shreck from Volks23 Feb 2015, 10:26 AM
I remember the last time I built a Sherman, it was on a potatoes field at max distance from his target with brick fence in between, around equal distance: Sherman -- fence -- Target. It shot 3 times in a raw in the fence while his target, a blob of volks manage to hit him 3 times. Sherman tank, best fence breaker. In: COH2 Balance |
Thread: Advice on 50 cal and 240 mm?23 Feb 2015, 08:29 AM
If the player knows what he does, neither one or the other will stop him. Personally I would use a rifle squad as bait & scout and reposition the MG to catch the mob out of cover. Believing a single MG/bunker can stop a mob is purely 100% an Axis fanboi idea ![]() |
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(I hardly get more than 4 volks at that point.)
