I think the M36 deserves
Or a better penetration at any range
Or a faster reload so it shot faster.
Right know, it problems is its windows of opportunity to shot is too small, and with that shitty pen, it is kind of useless.
So or you make sure when it shots, it damages something, or you give him 2x more try to pen anything.
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Thread: Jakson and M1011 Nov 2014, 15:50 PM
In: COH2 Balance |
Thread: A talk about teammates11 Nov 2014, 08:05 AM
In 2vs2 random Allied, When the map permit it, I always go mid and try to give an early support to my mate with a good flank. The objective is to quickly overcome one of Axis player and when it is done, flank my side. Of course, it depends on how my partner does well. That strat works very well on Rail & Metal. That strat works very very well vs 2 Axis players going early MG and Mortar or bunker since they don't have the resource to counter attack together. That strat doesn't work at all if your partner is actually a dick (and it happens more than you expect) In: Lobby |
Thread: Heavies vs mediums - unfair and stagnating the meta10 Nov 2014, 22:20 PM
It is why you don't really need to make them stronger but add a cost to Axis late game survivability. Because all the game mechanics are made to give a 50% chance to Axis to survive early game and go late game. But late game, we aren't anymore to a 50% chance of winning for USF. If Axis manage to survive early game, USF should also have 50% chance to overcome Axis late units. The ideal would be to have 4 phases instead of 3 in the typical party. So each phase dominated by a faction is timed: 10-15 minutes early game, it should be also 10-15 minutes late game and next a last phase untimed where both side have equal chance to win the game. Early: Dominance USF Mid: 50/50 Late: Dommiance Axis Ultra-late: 50/50 In: COH2 Gameplay |
Thread: The Use of Elite Rifle and Elite Troops10 Nov 2014, 13:21 PM
@elite rifle company, why this commander has both core infantry buff and medium armor buff? I mean some commanders must have some disadvantages. If you wanna a commander to buff core infantry, that s ok for me unless you dont give the commander increased mechanized capability.. That's my point to find it OP. There are a lot commanders like that in all armies. for example; giving both ISU/IS and special infantry troops. Or giving both early-mid game unit like mortar ht and late game Tiger. It is about the way of Relic creating commanders. Elite rifle is probably the best commander for USF because all those abilities are useful in early/mid game compared to other commanders. Vetted rifles Flamers Phosphorus And since early game is what you must conquer to win as USF, it makes this commander a really good option to succeed it. I guess a kind of support commander giving you MG + mortar + sniper squads early game (like 1CP) would also be really strong in this meta. Since you know that there are nothing late game that can make you reverse the balance vs ostheer or OKW, USF Commanders focusing on late abilities aren't that good enough. They are good if you already have the advantage to make the break and force your opponent to surrender. But there is nothing that can reverse a battle or simple gives you the upper hand like a Tiger/KT/JT or simply a stock unit like obers does. The Sherman is on the same logic, if you are in a bad spot, it not going to change anything (unless your opponent is AT free), if you are already winning the game, it gives you the last punch to close the loop. In fact you could remove it from the commander, replace it with whatever you want, it wouldn't change anything of its effectiveness. In: Strategy Desk |
Thread: Vaux Farmland 2v210 Nov 2014, 11:25 AM
Usually I don't really camp at their base entrance, but on field edges around the middle where I can get some good cover. But you probably do it as well. There is 2 ways to defend a counter attack. 1 - You build a strait line of defense and you hold. 2 - You go for profundity , you let your foe deploys his units and attack your line and you flank him. The second way is more USF style. I'm not sure if bombarding his buildings in the fog is a good strat, it is better to wait for his counter attack and release the kraken on it with all you have. So you get a better chance to wipe his squads. What is important is reco, The major reco plane is capital to know what you're going to fight. If you're playing a commander with better reco stuff, use it often. Last, if you intent to base rape him with priests, use reco to know where to shot. |
Thread: Vaux Farmland 2v29 Nov 2014, 22:15 PM
Any tips on this map? My partner and I are struggling against the Axis defense here. Not the usually defense, this map seems to invoke EXTRA defensive playstyles with lots of bunkers and mg's. We are double USA too, so while some mortars could help, they (indirect fire) aren't coming any time soon. The map is enough large to flank, this is weird because it is one of my favorite when i play 2vs2 random USF or Soviet. My tactic is to flank... from the middle ![]() Explanation: At the very beginning, Axis players always rush fuel points or Muni with their Kubel/MG/whatever. I'm passing between them in the large open area on top. To have a effective flank, I always try to wait to have 3 rifle squads on the zone. When I'm in place: -1 Cut the fuel territory by capping top with a rifle squad -2 Move to flank the munition point mid from right and top. Having an early grenade is always a +. If I have a good success, I cap his munition point and finish to cap the fuel top. After that, I guess it always depends of the commanders/reaction etc... But it put you in a good position for the rest of the game. NB, 80% of the time, because you're not pressing top, the smart Axis player mines the area, so don't rush too fast to cap there with your rifles. |
Thread: Heavies vs mediums - unfair and stagnating the meta6 Nov 2014, 20:06 PM
Heavies and Super Heavies are coming too early in this meta. My memories of vCoh is that they were hitting the field far later. In a way or another, heavies should come around 10 minutes later in an average. In fact, by a matter of timing, it shouldn't be possible to only hold 1 VP all the game long and have time to call a heavy, the game should end before. So in that way you force people to play and not only rely on heavy. There are game mecaniks that can be added 1- Around VP conservation. You could link the Heavies to a VP% like only being able to call them if your opponent is less than 100 points (whatever your own points) 2- Slowing doctrinal abilities count after 6 or 7, a mecanism could be added to slowdown doctrinal abilities after reaching a number so super late units come later. There is not need to nerf those units themselves (well maybe the JT), but increasing the requirement to get them. And if you manage to get one, you probably deserve use his power. In: COH2 Gameplay |
Thread: [Game Mode] Attrition6 Nov 2014, 11:16 AM
someone on steam workshop make a modified version of Attrition gamemode with supplys: I don't want to hurt pqumsieh cause Attrition mod is a really good idea but that one sounds more interesting. Coming back to Attrition game mode itself. there is maybe a way to have something funniest and enforce people to play aggressive but on the same time to have more options available. So instead of a mode - 1st to XX pts won the game, why not a count down but owning flags only slowdown it for your team. I.E Everyone start with 500 points. when the game start, everyone lose 10 points every 10 seconds. If nobody hold a victory point in the entire game, the game ends around 8 minutes as a draw. For every victory point hold, it reduces the number of point lost by 2. According to the fact there are 3 VPs per map in general, holding 3 VPs reduces the CD to 6 points per 10 seconds for the team. From that, you can add supply drops for each team on a regular basis, like every 2 minutes. So people can reinforce and build strategy around. Supplies can be different from the usual MP/Ammo/Fuel. I don't know if it is possible but, why not a vet bonus crate, an healing one and a fast repair kit (only pickable by a motorized unit). It can be a mix or, rounded - 1st scheduled drops are Bonus, 2nd are MP/Ammo/Fuel, 3rd are bonus etc... Any comment on that idea? In: COH2 Gameplay |
Thread: Destruction of buildings6 Nov 2014, 10:39 AM
As an idea, useful for everyone, Relic can maybe add a timer to a building going to collapse. So like for grenade, it gives you 1 or 2 seconds to leave it. In: COH2 Gameplay |
Thread: Luchs and 2226 Nov 2014, 10:24 AM
-222 comes same tiers as Pak40 and PGs. -Dodge is a doctrinal unit -M20 comes in a tiers without AT capabilities -M3 scout car comes from in a tiers without AT capabilities -Kubel is Koningkubel and comes in a tiers with AT capabilities. The "asymmetrical balance" may come from that. If you increase 222 health, you'll need a really AT capability to deal with so force people into a unique playstyle, or you need to align the balance by providing AT capabilities in every tiers to each faction. Going M20 or dodge or M3 is a high risk / high reward option -High risk because you only rely on soft AT counter to deal with light and medium vehicles until you can unblock the next tier. Going 222 is not an high risk / high reward option since it comes in a tier with Hard and soft AT capabilities. In fact, you can build Pak first and 222 or 222 first and pak next. In: COH2 Balance |
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