General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Ugh flaming and trolling my ass. I am serious. This game is unbalanced and no one in the community it seems wants to admit it except me.
No, you are not the only one. If there is only a handful strategies then there is something wrong. I believe there is mostly a lot of issues with design aspects.
For me, it mostly comes down to control of the units. Are they taking time to micro individual units into cover? The more units the less control.
For bazookas and shrecks, this mostly comes down to how, in my opinion, medium tanks are generally unreliable. They hope for that one good shot to do damage in most cases. The is why in my recent mode they are made more reliable against units in open fields while removing the one shot wonders. Right now a unit in the open field could take over a dozen shots while a unit who clumped up, not necessarily the fault of the player but of the map, could lose the entire squad.
For vehicles, again it is about control. The slight adjustments to keep them from running into each other while focusing down a priority target.
Indirect fire, again positioning. Having them stacked up on each other is not good. It eliminates the vantages of having say 2 mortars over one. Attack moving to a location may be a good indication of good control. When not firing it moves, avoiding an easy counter barrage.
who the hell are you ? you cant judge me . i got ban but i dont know why i got and how long it takes . mayt.
Sounds like you were judged and sentenced. Seeing how anyone can play CoH2 with out the need to log in, Relic does not have way to inform you on how long you are banned, so you will have to contact them. Relic retains the right regulating their servers with the terms of service you agreed to upon downloading. Violate the terms you can be banned. Time bans help show the error of peoples ways to show that they were wrong. People who hack already know they are in the wrong. People who trash talk may not necessarily know.
so the issues is on your end self. Maybe your Ports are wrong or something?
If he is getting this, then it may have do with his firewall settings. Perhaps he forgot allow this program through for when the window popped up. Perhaps it is his anti-virus blocking it or VPN going to a country that has the game banned? His communication skills are a little lack luster.
When it comes to both the centaur and ostwind, They have to compete in the role of infantry support with the P4/Cromwell. As nice as the centaur is and it performs well, it gets overshadowed by other units. This why I believe both the centaur and ostwind should be a suppression unit rather than a damage focused unit. Sort of like a HMG, but armored. This could also help fighting blobs more effectively as well, suppressing large groups. This would make the unit have a more clear a defined role from its counterparts.
Personally, the best way for the AEC to be adjusted would be the timing. It arrives extremely early, hence why I usually say on moving Hammer and Anvil to the T1 structure. 50 fuel teching cost would push it back to a proper timing while not affecting the late game too much.
The Bofors is complicated. Performance wise, it does great. This issue is the lack of a mobile mortar. Leigs and G34 mortars do great against it as they should. But it can be hard to attack these units seeing investing into both a mortar pit and bofors not only costs an extreme amount of manpower but also time. Additionally, UKF lack any late game indirect. A 25 pounder emplacement, Sexton, or land mattress needs to be available non doctrinally. Then we need to look a brace, I would not mind seeing to go or moved the advance emplacements as it help denies many attacks and doctrinal abilities with a click of a button. Assuming the faction can help protect through better indirect, it would need to go. Lastly, Advance Emplacement Regiment. Primarily, the repair ability. This ability should not repair structures and units in combat, in return the repair radius could increase.
Soviets
Red Banner T34s now start off with one star of veterancy.
Ostheer
Strategic Reserves adjusted
Breakthrough equipment and the Tiger Ace is removed and replaced with Panzer 4 F1s and Armored Reserves
Panzer 4 F1 is of course the short barrel panzer 4, but for the fun of it, they doctrinal ability use the Panzer 3 line.
Armored Reserves is the Ostheer version of Soviet War Machine. For the duration lost tanks are replaced with Panzer 4 F1s. Up to three tanks
USF
Question:
What interactivity is there between Paratroopers and weapon racks in live?
To fix this issue Paratroopers have been adjusted
-Immediately have access to camouflage like Falls.
-M1919 upgrade removed
-Slot size increased to 3 from 2
-Thompson upgrade only adds 3 Thompson instead of 4 and consumes all 3 slots
Rangers
-Thompson upgrade only adds 3 Thompson instead of 4 and consumes all 3 slots
-Now has access to a grenade launcher upgrade
-Grenade launcher upgrade removes frags but add rifle smoke grenades.
-Grenade launcher utilizes grenade launcher model.
Urban assault company
Urban assault kits replaced with Assault Squads
Assault Squad allows Riflemen and Assault engineers to have a squad size upgrade
Riflemen's upgrade reduced reload rate and slightly reduces cool down. Consumes Slot items size and requires no slot items. Additionlly it replaces the at grenade with an AT satchel and replace the frag with a M15 WP grenade that still requires grenade research.
OKW
Puma replaced with AT Hetzer with significant animation Frankenstein'ing.
Doctrinal Flame Hetzer now conveys an upgrade for the Hetzer
It uses the speech code NAS which was most likely would be used for the Nashorn which only has sound effect developments.
Luffwaffe Ground Forces
Heavy fortification replaced with pak 43. Hope you like Panzer Elite
Fallsimjaegers adjustments
-Now a Five man squad with MP40s
-One free FG42
-FG42 upgrade only adds one
-Bundle and Frangible smoke removed
-Camo first strike removed
-Standard smoke grenade added
-Vet 1 Panzerfaust added
-Vet 2 Assault ability added, Vet 5 adds suppression to this ability.
These changes will help differentiate the role between Obers and Falls. Most of the Falls damage comes from the FG42 so for an ambush/assault squad dropping will not be as punishing.
Fortifications doctrine undergone some changes to make it more unique vs Overwatch and generally much more useful. Fortifications doctrine has been changed to function more like UKF's Advance Emplacements.
Volks field defense now allows Volks to gain a building repair and able to build items from the Heavy Fortifications.
Heavy Fortifications Grants Access to Concrete Tank Traps, Concrete HMG Bunkers, and Concrete Repair Bunkers. Repair bunkers repair near by structures and vehicles that are not in combat.
Pak 43 and Lehf 18 replaced with Panthertrum and Heavy Mortar Emplacement. with crappy icons.
Available to the community defense doctrine, which I believe no purchase is required though this might have changed. It has 960 health vs the standard 480.
Welp, I play 3v3 with randoms and generally do well.
Maximize damage while takes as little as possible. I generally do not exceed 3 standard infantry squads, any more can result in more manpower bleed. Most games act like 3 simultaneous 1v1s in the beginning. If you get doubled teamed, this can be good. It means one of your teammates have a large room to breath. Longer you keep two occupied in 1/3 of the map, you gain 2/3 of the map. With the available Mgs on both side, in which it is standard, an early mortars really does help out. Most defensive positions only have an mg and at gun. A mortar is really all you need, plus a spotter/capper. Then your mg can be brought up and pin down the response. Every time you MG has been in a engagement, reposition it. Mortars will come down shortly. LMG units are very vulnerable to mortars seeing they stand still to fire. Attack moving mortars can be quite good, repositioning when out of range. Also, do not build more than 2 mortars. Two is all you need. Additionally look at your allies doctrines before you select yours. There is no need for 2 elephants, or two players building arty. If two players do select arty, only get one. Most people get arty because they can not rely on a team mate for their engagements.
How I play my match ups.
Soviet
T1 vs OKW (flame car)
T2 vs Ostheer (mortar for MGs)
Shocks are mobile and generally avoid indirect but guards are always nice.
Ostheer
T1 2 mortars vs UKF and maxium spam
T1 skip two MGs then a second pio. 251 Flame halftrack for MG spam, other wise pio flamers plus 2 pgrens
Make sure you have a doctrine available that has both a recon and off map for the those maps where arty is likely.
And please do not spam supply drops or opel blitz. They only effect one player while cashes affect all. They all have a similar cost as well. Another note is that do not build more than two fuel cashes.
USF
Their mortar is the weakest so try to avoid it and at most only build one. Mortar Smoke is generally better that its own HE barrage. Think if you need an AT gun for the game or not. Stuart is good vs an mg but Lieutenant building does have issues vs a MG plus AT gun. For pack howitzers, place them so they cover a point you like and use the barrages to cover other points of interest.
OKW
Both the lieg and stuka are both good for indirect fire. If you want to build something else then the lieg maybe better.
I am not very good as UKF so I really do not play them much.
And as a side note, if a player loses their engagements do not immediately think noob. Just remember there just as many other factors, such as bad luck and bad latency. Also there could have been a gamble that when bad or a well placed mine. The best way for me to understand skill level of another player is their army composition. Prime example of bad composition of an ally I had in game. Two M21 Mortar half tracks, a pack howitzer, then he proceed to build two priests while only having 2 riflemen. Two riflemen are not enough to hold the line for the indirect to do work. I could not hold the line against the two panthers and one p4 for I only had an AT gun and a SU85.
In general, still have a well round army and maximize damage.