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Thread: The 17 ninjas19 Sep 2015, 00:28 AM
What about the USF AA halftrack damage against planes? It doesn't seem to be working as well against the CAS loiter. In: COH2 Gameplay |
Thread: Stuka CAS (loiter)19 Sep 2015, 00:24 AM
Has anyone else tried the AA halftrack against this during this patch? In testing last patch, it seemed to do a good job but in this one it doesn't seem to be. I had another match that was going well, then got completely wrecked by CAS loiter. Do pintle mg's on Shermans help much? (somehow forgot to save replay, will save it the next time it happens) Btw, getting lieutenant, captain, and major is a lot of fuel. If you get lieutenant for the AA halftrack, what do you do for the other tiers? Does anyone go armor company and use call-ins? |
Thread: When is 210 + 15 greater than 280 + 40?18 Sep 2015, 17:34 PM
I haven't seen it in a long time. Good indicator that its UP or that the Stuart, does the same and is more preferred since it doesn't lock you in a doctrine. The M8 costs about the same, but is significantly less useful since the cannister nerf. It was always extremely vulnerable to PAK's and shreks so it was dangerous only for someone with really good micro. I would get one if it had better vision than a 222, or would lay mines, or anything useful but as they are, they're a waste of 40 fuel (in addition to the pop cap, muni's, etc). In: COH2 Balance |
Thread: Blobbing is back18 Sep 2015, 04:59 AM
lol, look ya'll. im a reasonable guy, only complained about the isu152 a year ago, and the brits emplacements before the patch. so im not a QQ axis fanboy blah type shit. My point is, is that with the riflemen changes has promoted blobbing again. Bars is an LMG, thats able to fire on the MOVE. so add two bars to a squad that is able to now have more survivablity, now just puts the mindset of the player to blobb again. the payoff is too good with it. MGs, get smoked out and such. ya know. stuff like that. Is that the ISU152 that almost was a counter to the Elefant and JT, but was overnerfed to where it isn't built much anymore? Do you want riflemen to join the ranks of the B4, ML-20, M8 greyhound, etc, etc? In: COH2 Balance |
Thread: 17th Sept Patch impressions - post here18 Sep 2015, 04:41 AM
Did Falls get a buff? They seemed to be melting infantry as fast as flamers. The Volks incendiary grenades are brutal now. If you look away, better not look for long..... Pack howie and LeIG are both really good. LeIG's barrage circle doesn't seem to get larger at longer ranges so it feels almost like the games longest sniper. The new USF mines are better. So far, I haven't won or lost a game due to something I thought was OP. Disclaimer: I haven't seen a Crocodile yet so I don't know if the nerf to that was enough. In: Lobby |
Thread: When is 210 + 15 greater than 280 + 40?18 Sep 2015, 04:21 AM
I feel like the Greyhound is priced fairly as a unit that should spawn with skirts. They can make a pintle MG as an extra cost if they want, but currently it is NOT worth its high fuel price, especially when you can get a Stuart out faster. The Stuart comes out faster and is much better overall. The Greyhound wouldn't bother me as much if it spawned with skirts, and maybe slightly better sight. Cannister was nerfed so badly that it should have just been replaced with something else, like spotting scopes. In: COH2 Balance |
Thread: RET heavy play18 Sep 2015, 02:51 AM
Hi, I've been experimenting with 4 RET--> vet rifle lately. The timing and MP works out almost perfectly so that the vet rifle comes out as soon as it can. The 4 RETs allow huge capping potential and theyre okay infantry in large groups or with BARs. A lone volks can be creamed by 3-4 RETs and they usually don't see it coming. I only build vet rifles and immediately tech to BARs and nades with extra MP, followed by CPT and fast stuart. I tried it in the last patch against a ~500 elo player and the RE's got stomped by Grenadiers on an open map. They couldn't close across open ground, don't do any damage at long range, and just caused a lot of mp bleed. Might work better on Kholodny or something like that. |
Thread: When is 210 + 15 greater than 280 + 40?18 Sep 2015, 02:35 AM
When it is a 222 scout car versus a M8 Greyhound. In testing, a stock 222 beats a Greyhound every time. If you spend the 70 munitions to upgrade to armor skirts, the Greyhound barely beats the 222. Adding to the imbalance, the Greyhound has 7 popcap versus 5 for the 222, so the cost differential grows by 3 per minute. It used to be somewhat okay back when canister shot was good, but now it does nothing, while still costing 50 munitions. The standard sight on the armored cars is the same, but 30 munitions gives the 222 nearly double the sight range, so much it looks almost like a map hack. This is only one of the problems with the Recon Company. *forward observers are bugged *IR pathfinders can drop arty at only about 1/2 of their sight range, so it can be difficult to use their arty without getting sighted. *recon sweep costs 10 munitions more than a major's recon, while only having marginally better flexibility *Airdropped Combat Group costs 900 mp, which makes it useless in a 1v1. Dropping the group with an AT gun isn't a plus if you want to use it strategically, as you will likely give your opponent an AT gun. While it sucks versus OKW or OST, it is not so bad against USF with their paper-thin armor. Also, having a paratrooper squad drop with bazooka's isn't really a plus. In: COH2 Balance |
Thread: Puppchen cost17 Sep 2015, 02:47 AM
In: COH2 Balance |
Thread: Mines and Americans.16 Sep 2015, 05:27 AM
I've seen mine-demo charge combos, and mines 1-hitting a near death IS-2, but has anyone ever mined dropped weapons and/or behind or in front of abandoned tanks? The mine-demo is pretty good. I've never seen anyone successfully spam fighting positions. They're good for the first engagement (see Lemon's guide to USF), but suck after that. One of the problems is that AT weapons like PAK's do full damage, as if a machine gun nest is the same as a tank. In short, they have a life span of about 6 seconds starting when a PAK takes its first shot. They'd be much better if the hit size was tiny for direct fire weapons. Also, any grenade thrown into a fighting position will wipe whatever squad is inside. In: COH2 Balance |
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