I think Relic after analysing enough data will be able to tell which pros are good and which are biased. If you go with the wind and look at every forum post out there you'll just confuse yourself, so it's best that most feedback comes from private testers instead of a new player ranging about USF mortar HT OP because they lost a Grenadier to it. |
Is it worth mentioning here that unfinished sandbags and wire will not provide cover but will block unit pathing that could not otherwise cross them. I don't know how many people do so but an exploitative mechanic is to put unfinished sandbags in front of cover (better to use OKW sandbags) or small chokepoints where it funnels movement into areas you can control as the pathing redirects them to where the sandbags will not block units. |
Generally you want 3-4 squads if you're building tech early, if you are delaying your own tech a bit then go for 4-5, 4-6 if your doctrine relies on Conscripts and then 5-6 if your doctrine has a weapon upgrade or revolves around Conscripts. Don't feel like this number must be consistent, if you lose Conscripts later on in the game (after ten minutes) then I recommend replacing with more elite infantry like Guards and Shock Troops. |
But they came instantly after 10CP, and would be 11CP next patch. I can feasibly see them ebing built at 4/5/6 CP in the next update. |
Easy Eight and T34/85 call in was removed, but now they come earlier as they are built from tech and can be at any time. And this is a negative because...? |
Subscribed to this thread because CoH2 .org is my life and I pally up with ImperialDane on Twitch all day because I love the Danish wisdom of a player who isn't top 10. |
I think it's excellent help, and nice to know I can get somewhere. Thank you very much. Lots of things vary on a game by game basis, sometimes I build sandbags, sometimes I never do, same with mines. I'll work on my finesse and focus and get to work with refining my play.
Thank you very much, I'd happily keep playing more games. |
COZ of this fucking Health/number of SOLIDERS Lottery ... HOW MANY TIMES your moove is better and loose the fight ...
This gives a new meaning to the Health lottery. |
Could we not just ramp up the rate of fire on the normal barrage if you want to buff it? Animations might look a bit funky but it could do with some little extra. |
Why would you reduce reload time? It's a huge strength of Guard Motor, when two T34/85s work together the wipe potential is huge you can usually destroy two or three squads the moment you call them in if you flank because the chase and AOE are incredibly powerful, and if one misses the other covers for it's mistake, so the reload time doesn't matter. |