In team games M8 is very good, especially late game when everyone is running around and you need something to quickly deal with infantry or team weapons.
in 1v1 I haven't used them much.
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Post History of zerocoh
Thread: 5cp for M8 is too late 20 Nov 2018, 22:59 PM
In: COH2 Balance |
Thread: Weapon upgrades for standard infatry squads20 Nov 2018, 03:14 AM
If you guys think that cons are bad, you need to re-learn how to play this game. DPS is MUCH consistent now, and having oohraa + snare + merge + tripwires + sandbags on a cheap squad is really attractive. Soviets are all about the combined arms nowadays with maxims and ZiS barrages being cheaper. In: COH2 Balance |
Thread: UKF emplacement bonuses18 Oct 2018, 22:43 PM
Emplacements gets hard countered by ATGs, and ATs are also really good against tanks, so brits get double screwed by one unit. In: COH2 Bugs |
Thread: RIflemen, the most overrated unit in the game?14 Oct 2018, 05:19 AM
I used to hate rifles, but at late game they are kings on the field (well, kinda). The big problem is that rifles take FOREVER to vet and they are only okay at vet 3, so until then you are screwed, and god forbid you lose a squad mid game. |
Thread: Mortar Vet 33 Oct 2018, 13:01 PM
mortars are not the counter to emplacements (not a hard counter anyway), use ATGs to do that. In: COH2 Balance |
Thread: Teller mines and OHKs30 Sep 2018, 04:54 AM
To be fair, its a lot easier to wipe with demos as there are many points that squads need to cap. Vehicles have plenty of paths to choose and may drive off road so the chance of losing a vehicle to a teller is far lower than wiping a squad with a demo. you know that cap areas are circular right? you can just cap on the opposite side of the point if you suspect a demo is there. another thing that I used to do was simply using infiltration nades on the point as a sweeping method (most useful okw commanders have these nades and they only cost 15 munis) In: COH2 Balance |
Thread: Teller mines and OHKs29 Sep 2018, 23:19 PM
It wasn't ok that 90 munis Demos could one click-wipe a 240-380 MP unit but it is still ok that a 50 munis Mine can on shot (even without clicking on it) a 270 MP + 70 Fuel unit. this, I'm so done arguing. Axis can get everything for free, meanwhile allies have to pay for everything and everything is dumbed down. Snares, weapon upgrades, support weapons, tanks, etc. Also, everyone is forgetting about the S-mines, 15 munis to pretty much have a high chance to wipe a squad, meanwhile normal mines only kill 2 models at best. In: COH2 Balance |
Thread: Numeral Veterancy Descriptions - English Localization Mod27 Sep 2018, 16:32 PM
please update the mod, it's all fucked up. also some strings are still missing like the SU 85, the name of the new 1v1 map and some other infos are older like the vet1 flaktrack |
Thread: Do volks need some nerf? If so, how?26 Sep 2018, 05:33 AM
Volks do need a rebalance on their vet. At vet 3 they are at peak performance, and it is not hard to vet it. also, volks get too much free shit. Sandbags, Flame nade, infiltration, bunkers, s-mines, faust + weapon upgrade that is straight up better in all situations. volks on their own are pretty shit, but they get all kinds of support, meanwhile rifles have to do everything by themselves, and are MUCH more expensive. Edit: forgot to say that they get so much great synergy with commanders abilities like for the fatherland and valiant assault. No other factions have this. In: COH2 Balance |
Thread: Soviets are way tough?19 Sep 2018, 04:34 AM
Just make MGs, soviets have little counters to mg spam. Only semi decent thing is zis barrage, but if you make the soviet build a zis you already won lul In: COH2 Balance |
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