You still get suppressed with oorah popped. Keep your MG supported so it has more vision, and positioned well so that a sqaud can't get into its frontal arc unseen. This way there'll be no way to rush it frontally. If he flanks use your supporting squad to fight them on the approach.
You can't dump an MG down and be done with it, or put a squad in green cover and look somewhere else. You need to put as much effort into actively microing your defence as your opponent is putting into their attack.
With vehicles just reverse away. Familiarise yourself with the range needed for the snare and stay well out of it. Oorah is easy to predict, easy to spot, and easy to dodge with a tank.
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Thread: Oorah+Nade combo negating multiple game mechanics.1 Dec 2015, 10:37 AM
In: COH2 Balance |
Thread: How to counter sturmtiger27 Nov 2015, 11:50 AM
Word of warning that you may not get many sympathetic replies - most people see the sturmtiger as a troll unit which is rare to see once - let alone twice in one match. It is a bit of a problem the larger the game. The main problem is that it can cause a mass wipe from the FoW. Most units that can do this have been reworked, but on the sturmtiger it's still OK. By the time the sturmtiger comes out you should have a large force. The resources he's invested into the stiger add up to a couple of medium tanks. Don't let fatigue set in and keep your forces split. Have a mobile, low value screening unit ahead of you (or maybe a cloaked sniper) to remove the surprise it needs to work - avoid situations where there are many sight blockers. Basically avoid the instinct to go for concentrated firepower when seeing it - thats what it counters. You said it yourself the AEC worked, so instead of 1 comet why not a Cromwell and an AEC working together? Or better yet a long range TD and a scout Keep spread out, use the time and resources he's sunk into it to keep pressure on, always have good scouting. This will help through the whole game against all threats. Or just get a churchill. In: Lobby |
Thread: What does the SU need now? 26 Nov 2015, 12:31 PM
How about giving Soviets just two buildings? Like one for T1+ T2 the other for T3+T4. Adjust the fuel price so t34 doesnt hit the field too early or make a small fuel cost like britsh anvil hammer specializations so you can produce tanks My ideas are in a similar vein, redesigning SU and Ost so their tech matches with the new factions. SU and Ost have 4 levels of tech to pay for, everyone else has just 3. SU combine t1 and t2 into one building. Adjust cost of new building. Move maxim to HQ, remove penals from core and add them to commanders. Leave t3 and 4 as they are just with cost that compares to other factions. Ost combine t1 and t2, move grenadiers to HQ. Adjust cost of new building. T3 and 4 swap pIV with panzerwerfer and reduce cost of pIV (so its a nice cheaper generalist). Scale new t3 and t4 to be like other factions. It'd solve sov's problem of t34 being cheap enough but too late, and pIV's problem of being early but too expensive. In: COH2 Balance |
Thread: Should T-34-85 be non doctrinal?23 Nov 2015, 10:05 AM
Yes. Brits, USF and okw all start at t1 then go t2, t3, t4. OST and SOVs start at t0, and the reward for getting to t4 isn't worth it when it comes to the t34-76. Make it a global upgrade of around 200mp 30-50 fu, so if you've skipped a tier to rush to it you still have some delay there. In: COH2 Gameplay |
Thread: Introduce caches in OKW20 Nov 2015, 10:30 AM
How about a return of the old PE scoutcar lockdown, using the kubel instead? It'd give the unit some use beyond the 5 min mark? For those unfamiliar, PE had a scout car that was the pre-autocannon 222 (so the 221). It could capture territory, had a light damage MG but wasn't meant to front line, and had good sniper detection. You paid a muni upgrade that gave it the ability to go static and lock down a sector, functioning as a cache. Kubel could do this neatly imo In: COH2 Balance |
Thread: FAO: Mods19 Nov 2015, 12:55 PM
Sure FAO threads are frowned upon, but seeing what's going on in the balance forums at the moment this needs saying. Can we have a sticky at the top with a few rules on how to make a post? Like if you start a thread you need to post a specific problem with a sentence at least explaining your problem. Also maybe a summary of favoured game mode. You don't have to present a solution as the thread can be asking for suggestions, but you need to flesh out the problem. At the moment we're seeing troll accounts creating threads with less than a sentence of text on their problem. Sure the balance forum sticky says it's known as 'the latrine,' but I think there are people actively thinking making fanboy accounts is a funny meme that is accepted by the forum. In: COH2 Balance |
Thread: Balance Preview Patchnotes18 Nov 2015, 23:33 PM
Really fantastic changes. Best bit is seeing the redesign of some units - gives a lot of hope for the future of the game seeing as major changes aren't off the table In: COH2 Balance |
Thread: COMET needs buff, either health or armor.17 Nov 2015, 14:34 PM
Can we get the mods to put a stop to this? Seems someone has decided being a fanboy on this forum is a meme, and now they're desperately trying to force their shitty humour through. In: COH2 Balance |
Thread: Why do S mines have signs?10 Nov 2015, 06:41 AM
It's another stupid hangover from the early days of Coh2 where working vCoH game mechanics had to be reworked to try to distract players from the fact that the game was no major step forwards from CoH1. Like cold-tech and soviet wire fields. I do like this game and it is now more fun to play than CoH1, but there really should be some common features for all armies - common access to mines, common mine functionality. Remove S-Mine, give everyone the 30 muni USF/Sov mine. In: COH2 Balance |
Thread: Unofficial OKW Redesign Thread7 Nov 2015, 23:24 PM
Commander: Operation Grief (can only be chosen by one player in the Axis team for obvious reason) That actually sounds really fun. Maybe have the disguised volks not appear on the minimap? In: COH2 Gameplay |
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