Mortar pits are still good in 2v2 just always put them behind shot blockers. They work best vs double ost because no incendiary nades. Against double okw that already have liegs they most linely wont work unless you go royal engineers for self repair and constantly put pressure on them, brit arty flares are on good way to do this why also buying you time with the area denile. Also you should constsntly be using there barrage to vet them as fast as possible as vet 3 they get much more resiliant. Even infantry standing on cap i still use the barage as auto fire isnt as effective anymore. Also with royal engineers the flame mortar call in works great to drop on paks and liegs forces them to pull back or even wipes them. Plus avre is much better and hhe crew repairs making it a viable doctrine as brits are probably thte least doctrine dependent.
Anoher trick is to try not build them til later luling your opponet into thinking you wont build them that way they dont choose docs or tech with the best counters for them. In 2v2 if I go that route my partner always has a doct he can pick to insta counter lehf arty. You just have to have the tools to defend against counters, at gun its pretty important to counter ost flame track and ost mortar halftacks etc. vs okw or double okw esp you most likely will need a bofos or they will just super blob it. many times you can with good placement have he bofos in a shot hlocking position to protect mortar pits as well as important map points cut off, fuel, or a vp it also stops all infantry and light vehicle harrasment i take out there light vehicle rushes with it all the time as they are thinking i have no snares then they drive around the corner into it boom light vehicle insta dead. Works best baiing them to it with uc they fall for it all the time. |
Hey man, if gay is your way, that is ok. If Walt enjoys some quality Rocket lovin' who are we to judge.
To be honest, I am long overdue for a ban. Do me a favor and report me enforcement@relic.com #MVGame
Nope im not, i also dont report people because I dont care, regards. |
Well he did get banned for how long? Kinda silly though i see players every single day talking smack. Are you going to ban/report everyone I record talking smack? or are we making a special exception because its momo4sho and hes a streamer?
Also sturm tiger gaddafi called us "butt buddies" or homosexuals basicaly he should be banned from coh2.org isnt that about the same thing as racism?
edit:Also I think momo is being a bit of a whino because he lost the match in front of all his streamers. Please watch the replay of my victory as well. |
Thread: Comet27 Feb 2018, 19:31 PM
Why pay the same price? for a mediocre unit.
Its fair to compare the two as they share a similar cost and hit the field in the same time meaning engagements are bound to happen.
IMO the problem is the comet doesn't have anything special about it to make it 'asymmetrical' or require some way of beating an equally priced panther. Its not closing the distance on a panther nor does flanking as a blitz can happen or you are ez pz snared. The ranges are 45 and 50 with panther having slight edge so kiting comets is easier. Panther gun has higher pen ratio to the comet 74~% vs comet to panther 51~% making the engagement more lopsided in the AT department.
This would be fair if the Comet made up for its lack in AT department with better AI capability or had a lower price. As it stands now however. its just not a fair resource investment.
EXACTLY
|
Thread: Comet26 Feb 2018, 23:04 PM
They should just delete British, US, and Soviet factions.
Then everyone would play Germany, and people would finally stop whining about balance.
Also German factions could be buffed +100000% and it'd still be balanced.
Imagine their joy at all allied factions being deleted.
100% Pure Germany victory, no matter what side wins. Glorious.
lmao |
only thing thats really cancer this patch are loiters from all factions. Still can be broken as fuck on some maps as you cant move from the circle in time to avoid most of it. OST one still isnt correctly fixed as far as tracking units out side of the circle. Some of them are too cheap making them spammable. Especially on team games with multiple of them spammed it gets just rediculous. AA vehicles are somewhat more effective but not always. |
I think the only support weapon in the game I have a problem with currently is OST mortar still and has for a long time felt way too accurate auto firing. It Has a HUGE impact when it hits the field as far as bleeding the other teams mp and its squad wiping potential compared to Soviet and USF mortar seem much more inaccurate auto firing and seem to have much less of an impact on the game. Although I have always thought ost deserves the best support weps as that is how they are designed i still think turbo mortar is a little bit op. Some of it also might be how soon they are able to field it.
In general to me support weapons are more important than ever before this patch. One becuase of no early fwd retreats so forcing retreats on pinned squads is huge. 2 the nerfs to rocket arty allows them to survive longer and vet and preform better with out being autowiped soon as the first rocket arty hits the field. So overall I feel combined arms works better than it ever has before and there is no need to change anything. |
The OKW faction needs a rework/buff and my idea is to make the base trucks an integral part of gameplay without upsetting the current balance. The trucks right now on small maps are a liability outside of the starting zone and do not differentiate the faction in any way. When forward deployed in larger maps they become a liability late game to indirect fire and do not add much tactical intrigue to the faction. My idea is 2 pronged and simple:
1. Allow established bases to pack up, move and reset in a new area. The timer of the pickup and reset will have to be balanced. This will add new strategic options in early and late game.
2. Create 5 veterancy tiers for each truck. Currently the bases are too easily destroyed late game by indirect fire and the benefits do not scale well in larger team games. Let's add these veterancy benefits in a balanced order:
A. Increased health at each level. The bases are simply too fragile late game.
B. Add an additional healing/repair team at a certain level.
C. Increase the healing/repair speed at a certain level.
D. For the flak truck increase accuracy of anti air/anti infantry at a certain level.
E. Increase the healing/repair/flak aura range at a certain level.
F. Possibly increase unit production speed at a certain level.
G. Possibly remove the FRP reinforce penalty at a certain level.
The trucks should gain experience doing what they do: healing grants experience, repairing grants experience, and damaging planes and infantry grants experience.
Alternatively this could be a new commander or a rework of overwatch commander. Let's make OKW a truly mobile and dynamic faction. Any feedback most appreciated.
hahahahhahahah you cannot be serious |
It would of been fine if they just nerfed the range so it couldnt be fired from out of LOS. I mean it could one shot a pershing or comet if they had any damage at all and could one shot multiple mediums at once (if not they were badly damaged with engine crit easily moped up by any form of AT what so ever).
The biggest problem was just KNOWING it is on the field now I have to constantly worry about a squad/tanks wiping rocket going off at anytime because I have no idea where it is. Like you couldnt even fight the opposing teams infantry because you cant stay in one spot.
The avre is fine especially now it has to make a EXACT direct hit to wipe a squad, also the squad pretty much has to be bunched up and also I belive its health was nerfed a bit as well as the croc version why the regular church remained the same makes it easier to kill/defend against.
I havent really seen others using it in 2v2 now, but i mean i never see anyone using the kv2 either and its been that way for ages. I think both should be more like the current avre, either you utilize smart set ups by using LOS blockers, but at least it cannot fire directly on you from out of LOS that was what made the Sturm broken as shit, as well as the crit AOE was way too large similiar to the stuka bomb drop where everything in circle is insta wiped |
Thread: Comet30 Jan 2018, 20:38 PM
Rocket start buying generalist units then. Go Centaur + Firefly since you can't understand the concept of an all-rounder battle tank.
Oh I do thats why I get the cromwell, does all the generalist things better then comet does for way cheaper (has an impact on the game when it hits the field).
Or as you stated I get centuar + firefly (have impacts on the entirety of the game)
I dont get comet because it has an incredibly low impact on the game if not even a hindrance for me spending the resources or taking up the pop cost. (laughable impact on the game when it hits the field)
|