This doesn't always kill a man in the squad though does it? I ask this because this ability is like never used against me. I use it a bit and have been doing it more but I sometimes still see 4 men in the squad when it goes up. It does kill though, I have seen it a number of times.
I ain't to concerned about the kills, I use it primarily for the vision but it would be nice to know.
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Thread: Conscript Vet Ability: "Trip Wire"27 Aug 2013, 00:47 AM
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Thread: Ask the Strategist!26 Aug 2013, 21:27 PM
What commanders do you currently use the most? and which abilities do you like the most/why? Hey Lord Lovat, Generally the Commanders I use the most are Anti-Infantry Tactics (Soviets) and Joint Operations (Ostheer). Anti-Infantry Tactics is my favoruite Soviet one as it gives me access to Shock Troops, but more importantly it is the only useful Soviet doctrine that has the recon flight ability. Recon flight for me is the best ability in game by far. 80 munitions for to recon over half the map in 1v1 for 60 seconds is invaluable and if anything its borderline OP. Just no one has complained yet. Back it up with Propoganda War and the KV8 aswell. Ostheer doctrines more commonly have recon run. I think there is about 6 of them. However the doctrine I utilize the most would be Joint Operations due to its high flexiblity to adapt to a lot of strats or alternatively I utilize Fortified Armour Doctrine. Generally I aim towards Joint Operations, however if its an open map and my opponent tends to play the standard T1/T4 Guards, Sniper, SU-85 I am inclined to go Fortified Armour as Panzer Tactian is great and Elephant can push him right off. Recon flight is amazing though. Pop it off when you think your opponent may be making his tech choice and it will push things in your favour naturally for the next 5-10mins if its an even game. After that just constantly using it prior to key engagements can swing things more in your favour than what off-map arty ever can. Knowing the position and direction of your opponent lets you find all the gaps and set up an engagement completely in your favour. In: Strategy Desk |
Thread: Random faction26 Aug 2013, 12:36 PM
Yeah I would like it aswell. Good option to have when you don't care what to play. I typically just play as which ever faction will get me the fastest game, unless I want to try a specific stratergy/faction in particular. In: COH2 Gameplay |
Thread: Shock Troop Nades, Guard Nades, Bundlenades26 Aug 2013, 11:43 AM
Shocks destroy PG's in almost every engagement where they have equal health. The PG's only come out ahead if they get a good grenade in. Provided your grenade dodging skills are up to par, small arms fire based infantry struggle to beat Shocks. The major threat for Shocks stems from area of effect weapons and MG42 suppresion. For this reason I commonly go T2 when I play with Shocks inorder to use a vet1 mortar to dislodge all MG42's with precision strike or use recon run (Anti-Infantry Commander). Having a 480MP unit means this must execute a flank, not be pinned/retreated otherwise the engagement will most likely be lost considering it frees up roughly 2 of your opponents squads to deal with your other units. In regards to the Shock grenade I actually wasn't aware of the differences between them and Guards. Thank you for that. To be honest though up against a good player I will always prefer a good small arms fighting unit over a good nade. Part of the fact I always prefered 4 rifle BAR over 4 rifle nades. In: COH2 Balance |
Thread: My opinion on the units post patch.25 Aug 2013, 08:47 AM
I have given my fair investment of time to SU-76's and have concluded they are good units and I believe have won me games where the standard SU-85/katuysha would have failed. If your going to get them, 3 SU-76's is a perfect number in my opinion. The strength of SU-76 play shines when your opponent aims to play for a heavy T2 based play and transitions to T3. Against this style of play they cover one another extremely well provided you use barrage individually. Whilst one is barraging, the other SU-76's can fire normally which often misses but causes the opponents units to frequently jump, sort of like the PTSR guard rifles. If they move out of the barrage circle, you simply barrage closer with another SU-76. Make them run the gauntlet and if they choose to retreat, you can hunt them down to the base under some circumstances. You will be surprised how 3 SU-76's can also handle a P4 tank as long as you have good map awareness and conscript/guard support. The SU-76 outrange the P4 and penetrate quite frequently. Not bad in my eyes, but just beware that thy die fast so you have to keep up that reverse micro. If you go for an katuysha/SU-85 against heavy T2 play you can sometimes get in a world of hurt. Heavy t2 HT, shreck, pak40 to t3/ostwind or t4/brummbar is my favourite method of killing these standard T1-T4 Soviets. SU-76 though is a great unit because you can extremely easily deal with the infantry threats whilst having a solid transition unit as the Ostheer player begins to get tanks. Sometimes you can get caught out going for Katuysha then an SU-85 to deal with the infantry heavy T2, where a quick Ostwind/P4 can sometimes suprise you. SU-76 is an under rated unit that just demands a different mindset and playstyle. In: COH2 Balance |
Thread: Do you think ScoutCar is OP now?22 Aug 2013, 09:16 AM
Scout car should cost more manpower. It can counter all of soviet T1 and do decent damage to infantry. It takes 2 AT nades to kill it and it can easily kite conscripts and guards. 80 mp is way too cheap for this unit. Agreed. Even felt that way last patch with how well they do against Conscripts and Shocks. Once they hit Vet2 they are extremely useable and that does come relatively quickly for them aswell I believe. |
Thread: Ask the Strategist!21 Aug 2013, 14:14 PM
Hi strategists, Hey wcTGgeek, CoH2 does not work like CoH1 with the classic volk vs rifle engagements, where rifles win close whilst volks win at long range. That distance-dance game no longer exsits nowadays in CoH2. In engagements a conscript and gren are technically equal with respect to health and small arms fire damage at all ranges. Distance does not play a factor as to who will win. The engagement is decided out of who utilized cover better and often 'luck' in whos unit gets more accurate shots off. The engagement in an actual game is ultimately decided by if you catch your opponent out of cover initially, get an extra squad in the engagement or units bug out and don't stay in their cover (more common with conscripts than grens). The engagement is designed to be won by a grenade ability. Where Grens win at long range whilst Conscripts win that at close range. In: Strategy Desk |
Thread: Katushya21 Aug 2013, 13:43 PM
I think the unit is fine. The devastating thing about it is the sheer amount of area it can saturate. The damage output is relatively spaced out in time though, so you do have the time for a quick retreat if you sense your in the center of it. Alternatively you do have the chance sometimes to quickly run perpendicular to the direction of the rockets and be safe. One quick and smart flanking tactic can often spell the end for a katushya. 1 shreck volley, tank or AC raid spells the end for it often. Try pick an unexpected route and force a distraction somewhere if possible. Keep note if a player consistantly keeps them in the same position as this lets you plan for the offensive on it. Recon run and you will do this extremely easily. As for hitting the base, I can't think of any 1v1 maps where Katushya can just sit in the base and fire volley at the enemy base from your own. You still have to bring it up to the center a bit. It does give you a chance to hit them if they try do this, but best thing is try avoid mass retreat. The Calliope was more devasting and harder to kill in CoH1. More accurate (used aggressively), faster and more health. Yeah I know its doctrinal. Just try find them holes! ![]() In: COH2 Balance |
Thread: Suggestion: Half-Track Reinforcement20 Aug 2013, 16:18 PM
Personally I think the HT reinforcement is fine the way it is. It is a mobile unit that when used in conjunction with infantry can be used aggressively. If you can't reinforce people would be less inclined to make quick assaults into the opponents territory. As for reinforcing on your cut off, yeah it can hurt a lot but try your best to prevent it to getting to that point. Maybe if in the upcoming patch Conscripts get buffed you will notice this effect less. In: COH2 Balance |
Thread: NoHandsMan20 Aug 2013, 10:46 AM
Pretty amazing stuff. Pure mental strength and will. In: Fan Clubs |
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