Panzerwerfers aren't very good at the moment but they are probably the hardest counter in the game to snipers,
I would recommend the ostwind rush as an initial option but if you can later tech to t4 with the ecomomic support of luftwaffe supply or assault support panzerwerfers will end the sniper threat permenently, t4 is somewhat hard to do in 1v1 but in 2v2 and up its not very difficult to pull off with the proper doctrine
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Post History of Hon3ynuts
Thread: Russian Double Sniper + Guards1 Nov 2014, 23:10 PM
In: COH2 Balance |
Thread: Axis Comebacks31 Oct 2014, 16:21 PM
I find that as the Allies it is harder to comeback when you lose the map b/c you need tanks which usually can win the game by themselves(soviet tanks are better but USF can do this literally capping and repairing) As the Axis it is harder to comeback when you lose your army b/c you usually need a more combined arms approach, the map usually is less important since basic manpower units are more cost effective than allied options. So in short the axis may never have been in a large hole to begin with, map control is not the whole game In: COH2 Balance |
Thread: (Rifle Company) Vet bar spam + m2031 Oct 2014, 16:13 PM
M20 is 70 munis for skirts and 60 for each mine, would be tough to get more than 1 bar at 6 minutes with even just 1 mine. Especially if he is using at grenades on your kubel. You need supression early game you need the kubel Regardless of how many rifles he has you should be able to at least hold a few points with the kubel. Go med truck then Rush Luchs + obers to deal with everything he has on the field. Be careful with the Luchs if a Sherman is coming soon though. If not you should be able to do what he did with his m20 with your luchs If you get mgs He will need to get smoke, which will reduce the number of bars and m20 mines. In: OKW Strategies |
Thread: M10-Not worthwhile?30 Oct 2014, 18:51 PM
The M10 has much better penetration at range 140 to the pumas 80, but since it can't spot for itself it virtually never utilizes this range. At close range Puma has 160 pen to the M10s 180 pen, so not a large difference(more favoring the puma even considering targets), Though i think the pumas stronger simply b/c it can scout for you to avoid at guns and allied infantry support isn't very good. The M10 is supposed to flank, but it can't do this b/c of its low HP pool when support is availible. Speed is among the best in the game though, but this is no advantage over the equally speedy panther or tanks with blitz at vet 1. I think The M10 needs more Hp and a dispatch time decrease. This will let you get multiple m10s easier and flank your opponents. At the moment m10s pretty much go on suicide missions whenever there is serious fighting so Hp is what i think they need most. Edit:also considering puma is 6 cps and they cost the same(plus USF always has less cps) M10 should come at 6 cps IMO In: COH2 Balance |
Thread: New infantry grouping30 Oct 2014, 04:28 AM
This has made capping slightly more difficult on many maps since units are much closer to cover and will now be outside circles they previously would inhabit. I think The AOE damage units won't benefit too much vs green cover b/c it will negate their damage greatly. Yellow cover however is much more dangerous In: COH2 Balance |
Thread: 29 Oct Patch Bugs30 Oct 2014, 03:17 AM
We've just pushed an update, details can be found here: http://bit.ly/13gFG3q Shouldve purchased a mine sweeper on those sturms who installed the update ![]() But srsly thank you for the prompt response ![]() In: COH2 Bugs |
Thread: 29 Oct Patch Bugs30 Oct 2014, 02:25 AM
Units get stuck on dead bodies, hinders retreating squads the most In: COH2 Bugs |
Thread: Is the Bar-buff the right way to get interesting games?28 Oct 2014, 16:13 PM
Grens still scale better its not a war rifles will win, USF players will go for more light vehicles and take advantage of the pak nerf IMO. AA halftrack spam new meta In: COH2 Balance |
Thread: End the Abuse Help the Raketenwerfer today27 Oct 2014, 21:28 PM
I don't feel that 1 scout car is so bad, but 2-4 is where i think the OKW seem to struggle. even if you pick off 1 or even 2 they can still force a retreat kill the raketen and bleed the hell out of you In: COH2 Balance |
Thread: End the Abuse Help the Raketenwerfer today27 Oct 2014, 21:18 PM
So Soviet t1 vs OKW is very strong, probably too strong for the simple reason that scout cars are nearly unstoppable without shreks. The Raketenwerfer really needs some sort of buff so it can effectively stop scout cars in the early game. Scout cars often drive through its arc of fire and don't even get shot at, much less get hit. Even if it could fire or hit, scout cars vision range allows them to see the racketenwerfer if its in range, making it almost impossible to suprise them and easily allowing them to flank or outmanuever this slow static weapon. The match up essentially can come down to a crap fest of multiple scout cars driving all over the map and destroying OKW squads. Abuse is thrown around alot, but i really just think it's not fun to play with or against forcing a faction to rely on static weapons that don't even work to fight scout cars. It makes the game feel clunky and more cheesy than dynamic and interesting, much more so than other forms of "soviet cheese" I think the Raketen needs a faster training time, a larger arc of fire, a faster setup/teardown time or all of the above. It just needs to be more flexible than other at guns since it is being used to counter lighter vehicles earlier in the game. Does anybody else agree disagree? Are scout cars vs Raketens fine? Does OKW need this weakness? Raketens OP? In: COH2 Balance |
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