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Post History of DevM
Thread: SMC: DevM vs Vonasten G219 Mar 2018, 00:32 AM
gg In: Replays |
Thread: King of the Hill Season 223 Feb 2018, 14:09 PM
DevM 76561198033358998 In: News |
Thread: Up-to-date unit guides for CoH1?18 Sep 2017, 14:46 PM
I've been playing and enjoying CoH1 way too much. However, there are some party-pooper strats I haven't managed to figure out how to counter. With Ketten-push the only thing you can do is spam click the point with the squad so as soon as the ketten pushes the squad away they instantly start capping again, usually PE players only go 1 ketten but if you are playing US and they do more a jeep isn't that bad to deny them. Also if you think about it although he's denying your capping he is also not capping himself so it isnt as bad as it seems. BAR'ed riflemen perform much better against volks than unupgraded riflemen you just have to get in close range and the volks will melt, as for the medkit there's not much you can do other than knowing that it makes the squad slow as its healing which makes it an easy target for grenades if you have them upgraded (in my experience the medkits usually don't help in a fight that is already won by riflemen so most likely you are walking into engagements that aren't that good). In: COH Central |
Thread: Crossroads by WhiteFlashReborn12 Aug 2017, 19:24 PM
I think that if there is a difference by having more strat points is that it only affects games where there is some kind of stale mate ( map divided in two with no real big changes on map sectors) which does happen in your map a bit sometimes , in that case then yes it might affect more positively some factions than others but overall it shouldnt be a big deal imo, I think it mostly comes down to how harassable the fuel points in addition to having that extra point. |
Thread: DevM's USF without Tears4 Jul 2017, 13:54 PM
Is there any situation that you will need mortar? ( In a start build) Not really, the only situation where the mortar might be needed is if you see yourself not doing any progress with flanking and you want to get rid of a house or mg or emplacement. In: Guides |
Thread: Eastern Front Armies Revamp 28 Jun 2017, 20:51 PM
My involvement until now has been on suggesting things to help with the penal meta as soviets, the call-in meta and finally the USF as a faction. Keep in mind that even though feedback is given in the end its up to miragefla and Mr Smith if they want to incorporate what has been suggested since opinions on how the game should be balanced differ a lot. In: COH2 Gameplay |
Thread: DevM's USF without Tears28 Jun 2017, 19:47 PM
Vs OKW: OPTION1: 4riflemen->captain->stuart->ambulance->BARs OPTION2: 3riflemen->liutenant->m20 (judge if he is close to the p2, this depends on how well you are playing the early game) then if he ISNT close ->ambulance->captain->stuart->BARs , if he is close then ->captain->stuart->ambulance->BARs Vs OH: OPTION1: 4 riflemen->Captain->BARs or ambulance -> Stuart -> Bar or ambulance depending on the one you didnt do (judge if your squads have low HPs) OPTION2: 3 riflemen->liutenant->m20->Ambulance->BARs (perfect scenario where early agression was enough to delay the 222 to some extent) OPTION3: 3riflemen->liutenant->ambulance->BARs->HMG (hmg might not be needed, you can always tech straight up to captain it depends on the fuel, in this scenario you are pretty much investing in what would go into the m20 into an early ambulance for squad healing and BARs for stronger infantry play. Grenades in all these scenarios are up to how the game is going, how many munitions you have to spend, what is the build order of the opponent (if he is building many MGs) , for me the grenades either come at the same time as the ambulance or after the stuart is out. Hope this was clear enough. EDIT: forgot to answer your second question, even though this will delay your major tech it will give you all the tools to fight off the opponent, vs OH this is not as important so you might skip one of the tiers as you like but vs OKW usually even if you skip the liutenant tier you will want it later on after captain since you need the HMGs and at guns to deal with everything OKW throws at you. With that said even vs OKW if the game is going super well then you can rush major either way. Im talking mostly on scenarios where the game is even . In: Guides |
Thread: DevM's USF without Tears28 Jun 2017, 17:54 PM
Usually one squad is not enough, it depends on how good your opponent is using the P2 really but usually 2 squads is the safe bet, also the HMG doesn't almost anything against the luch even with the AP rounds. You wont gain map control upgrading BARs if your opponent has a P2 in the field since it will just counter the riflemen with BARs and by the time the captain hits the field depending on your build order you still dont have the BARs or Zooks teched (Usually when I play they come later) so you still dont have to worry on what to use your munitions since you still have a bottlecap on the other resources (ex: you still need to get the ambulance before any weapon upgrades) ,so by using the munitions on the captain it doesnt mean that later on you wont have munies for the BARs on the riflemen. In: Guides |
Thread: DevM's USF without Tears28 Jun 2017, 17:47 PM
Usually your RE is already driving the M20 around, so unless you had built a second one then it's not worth to use 200MP + 150MP + 60 Munies + some fuel just to get a second RE squad with zooks versus just the captain unit and the zooks upgrade which already put you one step closer to the stuart. In: Guides |
Thread: DevM's USF without Tears28 Jun 2017, 17:41 PM
Versus ostheer thats alright but versus OKW you need the captain with the zooks to deal with the P2. In: Guides |
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