I found the Jackson underpowered in 1vs1 when I was only playing that mod. Since I decided to play 4vs4 I get used to it and improve my micro with and now I have mixed feeling about it. Not OP, still RNG dependant but not that weak.
I guess you need to learn to use it, more than any other tank. I should give some new tries to 1vs1 now.
But still I think a payable smoke vet0 would not break the balance.
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Post History of Esxile
Thread: The Jackson TD desperately needs smoke dischargers.16 Feb 2015, 16:11 PM
In: COH2 Balance |
Thread: Improving the 4v4 Allied playerbase16 Feb 2015, 09:51 AM
One question. I feel like 4vs4 random teams aren't anymore match vs 4vs4 teams. Is it something you've observed as well or it is just I'm super lucky or being a beast than I roflstorm teams with random mates? In: Strategy Desk |
Thread: Make War not Love 2 - The Rematch16 Feb 2015, 09:43 AM
There is something called test server where you can... test balance. So I'm open to believe they performed some internal tests on it, but why not making it visible? Why not letting players making their own mind on something concrete, what do work and what doesn't work. Second point is majority of people around here aren't anger to get new stuff, but to have the stuff currently sold working bug free and being balanced. Dunno why should we beg of it. In: Lobby |
Thread: Line of fire and game engine mechanisms16 Feb 2015, 09:28 AM
It's good to see that all factions can blob, but the idea is simply to make A-move blob ineffective since only your front units in the blob would do damage. It forces people to micro his blob. In: COH2 Gameplay |
Thread: Line of fire and game engine mechanisms15 Feb 2015, 21:04 PM
I think it is, take it easy. In: COH2 Gameplay |
Thread: My Opinion on Decals15 Feb 2015, 15:23 PM
I worried because That's the last update Relic made in the game and is it bugged. Whenever I try to unequip it, it comes back when I launch a new game. Another example showing how Relic isn't really able to deliver something without bugs. Same as the most elementary cosmetic. And yes, its too small, Who the hell is going to zoom on it during a match :/ In: Lobby |
Thread: Line of fire and game engine mechanisms14 Feb 2015, 19:35 PM
Hi, So the idea is simple, let's imagine you have a squad behind another squad and both are firing in front of them on a target. Would it be possible to apply a damage and accuracy penalty to the squad behind? By this I mean, when you are firing to a target and there are friendly unit in your way, it is clearly more difficult to shot because you could hit them. I don't know if this idea has been said before, but I don't know if its technically possible with the engine. I suppose it requires a calculation of line of fire. This would simply reduce blob A-move effectiveness by a lot. But it wouldn't impact a good micro and having squad close to each others but in a line. In: COH2 Gameplay |
Thread: Quick Review of my US vs OKW game14 Feb 2015, 16:06 PM
I have watch the replay, its interesting because we're around the same level on 1vs1 (but I stopped playing that mod). Anyway, Airborn is a good doc but with a real lack of arty and maybe it is what you missed to end the match when you had the advantage. You played really good early game but you started losing concentration around mid game. You lost 3 scotts and that's probably what made you lose the game. You had the AT power with your Jackson + 2 Atgun, he was only blobbing until he get a new tank (I expected a KT but he build a second panther). So 2 Scotts on the field would have make the deal with his blob. 1- You probably need to focus more on microing your scotts and jackson because they took too much hits vs his blob. 2- You forget to flank and open a new front. You knew where were his trucks, and right after killing the panther you needed to take at least one. His T2 was really close to the front line - it is probably what saved him because you didn't attack it. 3- You need to learn to use smokes. Rifle smoke and Scott smoke. They are great great assets in your hand to manage his blob and launch an attack. A smoke on his Mg34 and you flank him. If you had your 2 scotts it would have been gg. You deal with his blob with Scotts and inf and your atguns firing on his truck. 4- Lost of concentration, you could have taken faster his first and second panther with a bombing run. In: Replay Reviews |
Thread: Improving the 4v4 Allied playerbase12 Feb 2015, 10:15 AM
I have been quite successful lately as US in 4vs4. I came from 2000 to around 400/300. Actually I'm mostly struggled when there is someone doing something very wrong in my team than losing because Axis players do it better or have late game advantages. I'm an average player playing really preservative, not so much rusher, trying to hold territory and attack when I have a good opportunity. If you feel you're like me, check my BO below. So let share some information. BO: Start RE 3 rifles 1 grenade 1 ambulance 1 Lt 1 cache 1 major 1 Scott 1 Jackson This BO works pretty well in all 4vs4 maps. You need to be aggressive at start. You need your mate next to you going where you go, because Axis players will do the same, there is no way to win your first engagement at 1vs2 because you or your mate next to you build a cache as 1st or second unit. Do not send your RE alone to cap mid map, that's a stupid bet because same if you cap it first you cannot hold this territory with it. Cap with your RE and make sure your 1st rifle and RE are together to engage and flank. You have to be aggressive but not rushing, if your opponent set-up his MG and you cannot pass, wait for grenades, and flank with your 3 rifles squad + RE. Use and abuse of smoke, that the best tool you have early game, smoke MG or smoke bunker and go behind to cap. Bring your ambulance close enough and soft retreat as much as you can. This mean, disengage faster if required to reinforce your squad closer. If you are good with your unit preservation, you should be building at least 1 cache after your ambulance/lieutnant. Bring your major close to your ambulance as retreat point. Your first Scott is really important, do not lose it. in fact you should not be losing any vehicle at all. use it for smoke bunkers and MGs and attack with your rifles, Scott is an incredible indirect fire unit, keep it behind your rifle to rip blobs, use grenades when you can. If you are good with your MP (and so your unit preservation), build an HMG, HMG + Scott do a very very good job. HMG suppress and scott decimate suppressed squads. Your next unit is a jackson in any cases because P4s and Panthers are going to pop really soon, keep your jackson behing, and use it to keep them at distance. Now is the moment of choice. It depends of what you have to fight, more blobs? go for a 2nd Scott. More Panthers or P4s, go for a second Jackson and next you go for your second scott or Jackson. It also depend of what your mate built. If he goes for mass AT, go for a Scott etc... About the commanders. I like to go for Reco. It gives a reco sweep and a really good arty with IRPathfinders. Pop two for them, wait to have 300 munitions and take out any OKW building. If you don't plan to do it again, just sacrify one squad after that. My BO doesn't includes Sherman. Why, because I believe they are too fragile vs blobs. Scott or Sherman are really RNG dependant vs blobs, sometime they hit, sometime not. So better to go for the cheapest option, it doesn't really require more attention since you leave it behind, you don't need to micro it like a sherman when you fight so you can concentrate on microing your rifles. Once Vet1, you have your smoke and it helps a lot to disengage. In: Strategy Desk |
Thread: In-game Clan Support12 Feb 2015, 09:09 AM
Would it allow mixed armies? I mean, if the matter is a Clan War with proper tags on your stuff, who cares about factions on the field. In: Lobby |
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