cloth whines constantly about balance in favor of the allies... in actuality, different armies suit different playstyles. it depends what you like.
OKW and USF are much more free-flow... lots of rifles or volks, light vehicles in mid game, etc.
OH and UKF are much more about team weapons and combined arms. brits really emphasize cover.
SU can do whatever it wants. a T1 start with penals into guards will look more like USF; a T2 start will play more combined arms.
enjoy!
oh, and volks no longer have shrecks =P
Profile of skyshark
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Post History of skyshark
Thread: Returning to CoH212 Nov 2016, 19:20 PM
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Thread: Received Accuracy bonus8 Nov 2016, 19:40 PM
Recevied ccuracy bonus should be taken away IMO. this. it's been discussed before, but i think RA bonus should only apply in cover. tons of combat experience doesn't help you when you're crossing a road under MG fire. it DOES teach you to use cover more effectively. one of the modders (perhaps mirage, though i don't remember for certain) broke down the vet bonuses a little more evenly over all three ranks. right now vet 1 pretty much only unlocks abilities, but if instead of a massive RA bonus for rifles (for example) you got smaller ones at each vet it would make more sense. RA bonuses with vet are necessary because the increased lethality of high-vet infantry (combined with weapon upgrades) would otherwise make late-game infantry engagements insanely fast and frustrating. In: COH2 Balance |
Thread: Building/buying a new PC (finished)5 Nov 2016, 19:05 PM
so, thanks to the glorious US Postal Service, i've had the opportunity to do some PC build planning. since i want a machine that will conquer all but don't necessarily have the budget for it, i had to do a lot comparing like you. one thing i thought about that might help... pick a video card that you'd like to use in a SLI/CrossFire setup. something like a 1060 will do fine now, but in a year or two when you need more GPU power, you can always get a second and link them up. boom! awesome graphics for less money (at once). the downside to this is you might spend more money on a mobo and it's going to payoff more if you start with a better processor. at least for coh2, clock speed is more relevant than number of cores, so i agree with dreamer (LGA1155 > LGA2011). |
Thread: British Fronts Tournament Sign Up1 Nov 2016, 10:46 AM
sky SHARK 76561197972575029 In: Events Central |
Thread: Royal Artillery Regiment29 Oct 2016, 16:48 PM
Worst day of my (coh2) life was when played a 4v4 against 3 brits and 1 USF... all three brits went royal arty. So much arty. So much spam. In: COH2 Bugs |
Thread: Gameplay opposite of forum discussion29 Oct 2016, 16:47 PM
Excuse me there. The problem is that Axis haven´t got the best units in almost any category any longer. This is all a matter of opinion. Infantry is a wash, since they all have their ideal ranges and uses, but Tommies are solid at range (like Obers), while Rifles with BARs and Penals are great assault infantry late game. MG: MG42. Hands down. Mortar: USF M1 Light Vehicle: Depends on role. Stuart is a good all-rounder but Luchs and Puma excel in their roles. T-70 is a wipe machine. Medium Tank: I'm partial to the P4. Crom is fine against infantry but less effective against armor. Lategame Tank: Comet. AT Vehicle: JP4. AT Gun: Pak. No contest. Rocket Arty: Walking Stuka. Germans are plenty competitive... although every time I play OKW i wish they had the MG42 instead of the garbage MG34. In: COH2 Gameplay |
Thread: Infantry Combat Micro in order to pace into close range29 Oct 2016, 02:41 AM
This is indeed bounding, but not bounding overwatch. Bounding overwatch is a movement technique used to ensure at least one element is in place and prepared to fire; it is used when contact with the enemy is expected. Bounding is alternating movement under fire. Both are relevant to the game, since in most coh2 matches contact with enemy forces is expected. In: Strategy Desk |
Thread: Gameplay opposite of forum discussion29 Oct 2016, 02:32 AM
I think you misunderstood. Instead of a vet 1 ability, usf mortar gets a scatter reduction. This means that at full vet it is the most accurate mortar in the game. On a separate note, if you're losing mortar fights, either 1 use shift to queue a move order immediately following a barrage to reduce incoming fire or 2 kill their mortar with something else. It looks like you play usf almost exclusively. Play a few matches as okw and oh to get a feel for the other side. I find it helps. In: COH2 Gameplay |
Thread: Desktop Upgrade (Advice Please)27 Oct 2016, 19:20 PM
just keep in mind that graphics cards don't help so much with coh2 because of its super awesome coding. processor speed and the additional memory will help more. don't overbuy in GPU just to play coh2. |
Thread: Mortars/ISG/Pack Howitzer25 Oct 2016, 23:54 PM
This game is a constant battle between balance to minimize squad wipes and realism. The 120mm mortar should wreck all, but it's been nerfed to a point of near-irrelevance because its true performance would be game breaking. A 120mm mortar round has a larger kill radius than 155mm howitzer arty (if you don't believe me, look it up). On a separate note, I agree that auto-fire should have a much smaller range than barrage. It allows you to either micro the mortar or support gun through movement or the barrage function. I personally think that ISGs and pack howitzers should do more damage and have much farther barrages than mortars in exchange for more vertical scatter. I think this would differentiate them, especially for USF, where a pack howitzer isn't nearly as relevant with the mortar now tier 0. In: COH2 Balance |
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