Check the replay and look for:
Recon planes
Flares
- Mortar,
- Panzerfüsel,
- OKW Spec Ops flares,
- Conscript trip wire flares (lol)
Camouflaged units like
- Snipers,
- Pathfinders,
- Vet Jägerinfanterie,
- Doctrinal camouflage upgrade for infantry,
- Fallschirmjäger,
- Vet Jagdpanzer IV,
- Vet Luchs
Sonderkraftfahrzeug 251 Uhu
Sonderkraftfahrzeug 222 (optional with spotting scopes)
The line of sight buff for the US Recon company Riflemen in cover.
Did I forget something? I´m fairly sure that will cover 99% of the maphack accuses.
Profile of Butcher
Post History of Butcher
Thread: Capable of identifying multiplayer cheaters?12 Nov 2015, 13:01 PM
In: Lobby |
Thread: P4 Command tank aura is too strong.12 Nov 2015, 09:20 AM
Hey, just chiming in on my 2 cents.The aura is perfectly fine. You spend 125 fuel for a short barreled Panzer IV that can´t handle armored targets. If the enemy has a Command Panzer IV and a Panzer IV, you should have three SU-76 or something comparable. The Command Panzer IV had already been nerfed out of the game previously. No need to return to that. It´s nice to have something next to Elefant + Tiger meta. In: COH2 Balance |
Thread: Axis team game strategy11 Nov 2015, 12:31 PM
There is only one rule: Do not play Axis 2v2 this patch. I went to play Allies to look whether others could beat me. Went on a 15 streak only to get finally beaten because my random teammate was on the toilet until 3 minutes into the match. In: COH2 Gameplay |
Thread: Why do S mines have signs?10 Nov 2015, 12:42 PM
Point is the synergy with ammo conversion and the area denial (though the OP does not want to hear that) in combination with MGs and Paks. They are not supposed to directly kill enemy units but annoy the other player and block the path for infantry. A minefield supporting an MG42 is quite efficient. In: COH2 Balance |
Thread: Why do S mines have signs?10 Nov 2015, 12:39 PM
I actually used them effectively by placing them on far away points, where the opponent is often just using shift + cap. With the 3x reduced mine cost bulletin it is easy to spam them. Even better with the fuel to ammo conversion. In 2v2s it is also good for securing VPs. Then target the minesweeper squads with priority. It can be incredibly frustrating to play against, increasing the micro tax of your opponent. Osttruppen + Paks + MG42s + all your resources put into Tellermines and S-mines (with ammo conversion) is incredibly cheesy. In: COH2 Balance |
Thread: King Tiger 9 Nov 2015, 18:30 PM
It does not need more range. 45 range and reliably killing 4men with each shot is enough. I do not want it to become like the ISU in its best (as in worst for balance) times. What I do think however is that the health could be increased, because it often gets killed by Brits in no time. On the contrary the splash could be reduced to match that of other tanks. In: Lobby |
Thread: Aura units don´t belong to this game.9 Nov 2015, 15:12 PM
Cancer officer of OKW doesn't belong to the game as it encourages blobbing so hard that its not funny.Does it? I only use him to blob close to my HQ. When on the attack, the retreat on death mechanic punishes those who blob. Any decent player will target the officer first, even when in the rear of the blob. In: COH2 Gameplay |
Thread: Why OKW has resource penalties - Justification?7 Nov 2015, 19:50 PM
Well, it is not "sacrificing a third of your fuel income + 20% of your ammo income"- good either. Vet 5 is hardly ingame (except for Volks) and as shown not better on some units. The fact that it is indeed only on par with regular vet in some cases, yet harder to reach, is a joke. If you do not see the point I´m making here, I have nothing further to discuss with you. In: Lobby |
Thread: Why OKW has resource penalties - Justification?7 Nov 2015, 15:52 PM
Because 5 vetJust for you the vet bonuses of the KT and Tiger again: Tiger B 'Königstiger' 1) Unlocks the 'Combat Blitz' ability 2) 20% scatter, +40% weapon rotation speed, +20% accuracy 3) Unlocks the 'Spearhead' ability 4) 45.8% sight range, +30% ac/de-celeration 5) 30% reload Tiger I 1) Unlocks the 'Blitzkrieg' ability 2) +5 range, +20% accuracy, -20% scatter 3) -30% reload, +20% rotation speed, +20% speed, +20% ac/de-celeration Let´s compare: - Vet1 is about equal I would say. - Vet2 definitely goes to the Tiger I. +5 range is better than the weapon rotation speed hands down. The other bonuses are the same. - Vet3 on the Tiger I is pretty much better than the vet 4 + 5 on the KT combined. I value movement speed - and thus not losing your tank - higher than sight range. The Tiger simply gets more agility bonuses. This leaves the KT with worse base vet + one more ability. All this to justify an income penalty and less vehicles. The vet 5 is overrated. In fact on some units it is worse than the regular vet 3 because you simply need more xp to get there. In: Lobby |
Thread: Why OKW has resource penalties - Justification?7 Nov 2015, 10:02 AM
Some vet bonuses also need to be adjusted for OKW. It´s not only that the vet is unreachable but also bad, leading the whole concept of vet5 ad absurdum. Soviet vet is also bad and needs to be looked at. But their whole concept isn´t designed around having less stuff with the justification of having good vet. What is the point of vet5 on a King Tiger that effectively offers worse bonuses than vet3 on the regular Tiger? Tiger B 'Königstiger' 1) Unlocks the 'Combat Blitz' ability 2) 20% scatter, +40% weapon rotation speed, +20% accuracy 3) Unlocks the 'Spearhead' ability 4) 45.8% sight range, +30% ac/de-celeration 5) 30% reload Tiger I 1) Unlocks the 'Blitzkrieg' ability 2) +5 range, +20% accuracy, -20% scatter 3) -30% reload, +20% rotation speed, +20% speed, +20% ac/de-celeration In: Lobby |
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Latest replays uploaded by Butcher
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