This will be my last post on this forum
Thanks.
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Thread: DeC's state of the game review14 Sep 2015, 22:13 PM
In: COH2 Balance |
Thread: Pak40 to T1 - it's needed.14 Sep 2015, 20:25 PM
Why would the faction with the best and most easily accessible vehicle snare/light AT weapon need their AT gun any sooner? The Pak40 is already available really early anyways. Not to mention there would be little incentive to go for t2 in most situations if Pak40 moved tiers. Whats with all these goofy ideas on this forum lately? In: COH2 Balance |
Thread: UKF without their emplacements are just a buffed USF14 Sep 2015, 18:51 PM
Good idea, but if you're gonna increase the manpower cost of ISG might as well increase the manpower cost of the IRHT to 1000. And move it to tire 7. In: COH2 Balance |
Thread: OKW Tech Cost Ideas13 Sep 2015, 00:39 AM
Another beautiful forum warrior in the making here boys. Don't you think tire 3 should also cost 3000 manpower? Because I mean, lets be honest, if it didn't there would be no reason to go tire 2. ![]() In: COH2 Gameplay |
Thread: LeIG is too effective10 Sep 2015, 23:39 PM
Let's turn this boring whine fest of a thread into a fun game. You know what to do. leFH 18 is too effective In: COH2 Balance |
Thread: Balance Preview Update 09/04/20158 Sep 2015, 11:23 AM
So much crap in this thread... Way to make Relic only look at the official forums Players as one sided and biases as you should never post in balance related threads. Oh the irony. It's almost too much to bear. ![]() In: Lobby |
Thread: okw vs brits 1v15 Sep 2015, 12:22 PM
ISGs are becoming a staple in my build order against UKF. I can honestly say getting at least one ISG will always pay off, although I normally wait until I see an emplacement before I build my first ISG. I just do the standard 3-4 volks (this gives you time to see if they'll put out a UC, AC or build an emplacement). If they get a UC or AC I go repair truck and get a Puma, if they build an emplacement I go Med truck and get out a couple ISGs. If they are straight up spamming emplacements (I don't know why anyone would, they cost a shit ton and keep you from fielding infantry), go for a third ISG. If they're getting cute with brace, go for scavenge doctrine, equip a couple volks with schrecks, bait them into the brace with the ISG and assault with your volks using infiltration nades. The real challenge is spotting a Bofors before you let your infantry walk into it since its damage output against infantry is unreasonably high and it has a tendency to wipe your squad on its opening salvos. Also make sure not to over extend so that a retreat makes you run through its firing radius. You have to choose your fights really carefully against tommies; Try to lure them out of cover. Always outnumber a tommy squad 2:1 with your volks, and if you have your sturms around try and flank them so that they have to retreat through them. Again, the ISG will help you here as well since they will force the tommies to keep moving, which is when they are most vulnerable since they lose their damage buff. The engineers can only really do damage if they close on you, ensure they don't by outnumbering them and focusing them down while they try to move in. As far as late game goes I can't really help you there, I've only played one game vs brits out to the point that I saw fireflies and comets. I can suggest 1+ racketen, KT supported by schrecked, vetted volks and JP4s. Also make sure to place some mines and try to bait UKFs armor into them. In: COH2 Balance |
Thread: PAULA GETS PRIDEPOSTED8 Jun 2015, 20:14 PM
Unfortunately your 8th Stoogie never made it to the field, if it had you probably would have won this game. In: Replays |
Thread: *sigh* the OKW6 Jun 2015, 23:57 PM
The problems with this fraction And immediately stopped reading. In: COH2 Gameplay |
Thread: Stuka a bit too much5 Jun 2015, 00:07 AM
Using 3v3+ as a point of reference for game balance is silly, really balance should only be discussed and tuned at the 1v1 level, once balance is achieved there it will cascade into other game modes. A lot of people seem to think one faction has the edge over another in 3v3 and 4v4 but really success in these game modes really just comes down to which team works together/communicates the best and how effectively each player uses the tools of his/her army and commander. Back to the point of CAS being OP in gamemodes 3v3+, sure there's a lot more going on in these game modes but that still doesn't change the fact that you can literally assign all of your vehicles to a control group, and really only one of your teammates has to notice the recon strafe (You know, that giant noticeable plane on the minimap that also makes plenty of noise to alert you? Don't forget all CAS abilities need vision in order to be target-able), call it out, and all you have to do is hit the key of your vehicle control group and move your vehicles anywhere (an area with no enemy units is probably your best bet) and wala, you've countered 145 munis worth of abilities, gratz. That's almost a full 50 fuel transfer (Fuel transfer grants 150 muni). Sure this may be harder to do if you are USF and you are in the process of repairing a vehicle with its crew, but you should know that once the recon comes in its time to put your crew back in your vehicle and move the vehicle somewhere else. And in the case of all you lame GMC t34-85 call in nerds using self repair, well quite frankly you deserve to have your tanks strafed to death, git gud pls and l2p a real faction. Or just repair with combat engis, that works too. Another good point to make is that in order for CAS to truly be effective, it needs fuel. And lots of it. You can be certain there's going to be enemy fuel caches on the field, make it a priority to find and destroy them. To sum up the wall of text above in a cheeky sarcastic response: I can't be bothered to move my priest, especially during my clutch A-Move into defensive stance onto the center VP with 100VP left for the Allies. It's also totally unfair that my Major can be divebombed when I'm making a sick flank on the middle along with my allies 10 t34-85s with my single sherman, HE Shells equipped. Pls nerf stuka. All forms. Thx.
You're right, totally brainless. Just keep clicking the fuel convert button, and then spam recon and AT strafes, even if there isn't any armor on the field to hit. Use stuka divebomb whenever it comes off cooldown on any infantry squad you see on the field. AI strafing lone squads against a player that knows to spread his shit out is also a GREAT PLAY. Never build any tanks and let Shermans coordinating with smoke screens to come in and wreck your face instead. But countering CAS by prioritizing fuel points and destroying fuel caches is too hard, I understand that. PS. Take note that the simple act of playing this game in multiplayer makes you interact with your opponent. Every action within the game is an interaction with your opponent.
If you're playing Sheldt style where both factions take their equal share of the maps resources and camp out in a boring stalemate until arty arrives (480mp and 115fu Priest, anyone?) then you aren't really in any position to make complaints against another sides off map abilities. If you let them have the resources to make use of their abilities, they are going to use them. As allies there shouldn't be much difficulty taking the early game lead, especially if there is 1+ OKW players on the other team. Use your early game advantage to snowball into mid-late game and deny the retaking of territory so that you do not have to deal with heavy CAS spam. Also, in order to deal with AI strafes, just split your blob up into two smaller blobs. At least until he/she pops the strafe, then converge the two blobs into the mega .30 cal defensive stance superblob and continue to wreck any and all infantry in your path. Or just build a Captain and utilize "On Me". If you're a soviet player, just split your guards up. You don't need to blob them anyways, they easily take on 2-3 squads of Axis infantry on their own with good enough positioning.
P47 rocket strafe is a whole separate beast than stuka AT strafe and therefore can't really be compared to it; when using the p47 properly there is very little your opponent can do to pull a heavy back to safety before it is destroyed, especially if you get engine damage on it before you call in the strafe. Placing the strafe to maximize the time the tank needs to spend inside the radius in order to get to safety as well as sending tank destroyers to corral it into the path you want it to take usually resorts in a dead tank, not to mention the planes don't need vision once called in (the call in itself however does require vision.). The p47s are considerably more expensive, and this is justified by the duration of the ability, the radius of effect and amount of firepower potentially brought to bear. This ability should never be used on axis mediums without engine damage, as they can usually just clear the area of effect due to their speed and smaller profile (p47s have a tendency to miss against smaller targets). There is arguably more potential for error when using the CAS strafe than the rocket strafe, considering how accurate you need to be with it, whereas with the rocket strafe as long as the tank sustains enough rocket hits while inside the radius it doesn't really matter how "off target" it is. You cant begin an argument with the premise that CAS has a tradeoff. Another wonderful Queen shitpost.
That sounds alot like USF going over pop-cap by decrewing/recrewing vehicles. In: COH2 Balance |
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