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Firefly has 640 HP and don't quite understand what your saying about the Jackson and three hits? Having 560 means it can take 3 AT gun hits and faust before dying.
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Thread: Eastern Front Armies Revamp 28 May 2017, 18:24 PM
Firefly has 640 HP and don't quite understand what your saying about the Jackson and three hits? Having 560 means it can take 3 AT gun hits and faust before dying. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 28 May 2017, 17:34 PM
To be honest USF pop cap abuse is never a factor in 1v1s unless the match has already been determined for quite some time. I can see for 3v3 and 4v4 but never for 1s. I always need my vehicles and tanks not just sitting around doing nothing. Scotts aren't that helpful to be honest. Even in pairs their more of a RNG machine and personally I'd make the barrage have a quicker cool down in exchange for less than effective auto fire. Jackson should have the same HP as M10 and be faster and/or maneuverable then other medium tanks to really be a quick, hard hitting but fragile tank destroyer. By the way it already does do 200 damage and has 200 penetration which isn't bad by any stretch. Combine it with HVAP and vet 3 it basically has 100% to pen a Panther. In: COH2 Gameplay |
Thread: Trench abuse still possible28 May 2017, 16:33 PM
What is this replay suppose to show? Paula was beaten senseless the entire match and no so called British abuse. The trenches honestly hurt him more then it helped him given you could just throw a incendiary grenade denying it or use infiltration grenade wiping multiple squads throughout the match. His five man upgrade provided no benefit as your Volksgrenadiers could simply walk up and use their grenades to dislodge and use their STG44 to wipe the floor with them at close range, perhaps if he went with duel Brens instead. Same with the mortar pits they were a waste of MP compared to say building caches. I mean you won the match handily against this British "abuse". In: Replays |
Thread: Aimstrong Imposter26 May 2017, 04:04 AM
Least he makes it entertaining when you beat him. In: Replays |
Thread: Dual Kubel Cancer26 May 2017, 03:59 AM
One tactic that can be difficult but possible is going duel RE into Rifles. Use RE to rush important houses or push with Rifles to back off Kubels. If you don't mind cheesing which tbh given kubel annoying cost effectiveness and OKW in general you can ghost tank traps to prevent Kubel from moving. |
Thread: Eastern Front Armies Revamp 22 May 2017, 19:16 PM
It has 400 hp, no armor, and does 120 damage. Stugs can destroy medium tanks in 4 shots and it's decent armor can bounce occasionally. Also, how is TWP useless now? Absolute penetration and making a tank combat ineffective for five seconds is extremely useful. Getting three shotted compared to four is quite a difference. With the readjustment to the Panther the Stug has a more defined role of medium tank killer similar to the SU - 76 which lower damage and penetration makes it more of soft counter to Heavies compared to the SU - 85. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 22 May 2017, 02:00 AM
Like all these changes presented. It's about time both OST doctrinal smoke and Mark Target have got some nerfs. Looking forward to further changes. In: COH2 Gameplay |
Thread: How to counter this 2v2 double OKW meta?18 May 2017, 03:09 AM
Seeming you do play AT I would recommend Soviets + USF or duel Soviets. Brits are too easily countered by OKW. One particular tactic that I found to be rather useful even in randoms is getting a large force of penals and having your ally or vice versa smoke their trucks and rush up and throw satchels. They can't do anything as it'll only take 3 to destroy any truck. A USF player has easier access to smoke with their T0 mortar and Riflemen. Of course this takes a concentrated push which could allow them to regain part of the map but the payoff is quite high. This also requires a decent amount of coordination too. For Soviets + USF, Soviets go Rifle Command and basically do the standard soviet meta of penals into dshks. This provides a strong early game with the extremely powerful dshk. The USF player does the standard build however getting a mortar is very useful even essential. The USF player goes with Captain for AT and it's up to him what doctrine he goes. Calliope is always useful but Priest does have merit with constant barrages due their short cool down. Airborne allows him to go LT if he wishes or call in .50 cals and, IF well used and not needlessly bleeding, Paratroopers with LMGs shred all Axis infantry aside from Obers and even then it's a toss up. Not to mention their timed demo is useful with smoke to plant on OKW trucks. Once the OKW players start to converge on one point do a concentrated attack with smoke and support weapons. Use Penals to simply walk up and throw your charges. Duel Soviets is basically the same expect for one goes with maxims and one or two mortars for smoke. Lend Lease is always good and even the ML-20 howitzer can be used to good effect as OKW has no cost effective counters to it. To be honest besides the whole FRP issue OKW has the best cost effective infantry out of all factions. Volks with Stgs can trade equally with BAR Rifles until Rifles get 2 which can be dropped and is 120 munitions. Fusiliers are ridiculous with high vet and can beat BAR Rifles at long and mid range. Throw in the fact they have Obers, Jagars, etc it becomes even a bigger issue on how effective their base infantry is for their price. Only Infantry Section at Vet 3 with duel Brens and five men can reliably beat down Volks, Fusiliers, and Jagars. Same for Vet 3 Rifles with duel BAR. Penal are also more expensive and while they are definetly good AI once OKW gets to Vet 3+ their cost effectiveness is drastically reduced. Did I also mention many of OKW infantry have a good amount of utility with grenades, AT grenades, and (mostly) self healing? In: COH2 Gameplay |
Thread: How to counter this 2v2 double OKW meta?17 May 2017, 16:06 PM
May I ask what allied faction do you prefer to play in 2s? As USF, Soviets, and Brits all have their own ways to counter with their own difficulties as well. In: COH2 Gameplay |
Thread: Why sgt44 are in fact mp40?9 May 2017, 16:18 PM
The only unit I can think of where their weapons don't accurately represent the weapon are Sturmpioneers. In all honesty they should just replace their STG44s with MP40s as it'll correctly show the weapon profile their STG44s have, a close range weapon. In: COH2 Gameplay |
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