What leithianz said. Tommies only become annoying (to me anyway) when the Brit player gets bolster and Brens early and tries to brute force you before your infantry can scale to match.
You just need to realize that what their strategy is and know that LV rush or fast medium will usually wreck them since they will be behind on fuel. Just don't take bad engagements and it's not insurmountable
Profile of EtherealDragon
Post History of EtherealDragon
Thread: UKF solders. What do you think about?18 Feb 2022, 18:12 PM
Thread: coh2 anomaly 18 Feb 2022, 18:02 PM
Wait... People use the SU-76?
For real though 75 seconds seems pretty long for something that isn't free anymore and it's not exactly super strong unless it's one of those things that is stealth good but nobody knows because it's buried on a unit that hasn't been buffed out of irrelevancy yet.
Thread: FRP11 Feb 2022, 21:13 PM
10 Feb 2022, 18:57 PMBasedSecretary
I didn't say it was an issue but I find it incredibly unfun and annoying to play against. It's especially annoying in 1v1 where locking down Fuel and/or VP and/or Cut Offs simultaneously on some maps just leads to campy play styles and long games (Ahem Crossroads). If anything I'd say it's anti complexity as the essence of "set it and forget it". You always build tech and the only choice is where you want it. When you eliminate flanking and parts of the map with generally less effort than it takes to counter it as a faction "feature" then it's bad design IMO. It's the same reason why no one really cried when Advanced Emplacements, Brace, and other things that made Brit Sim City more viable got nerfed.
It might just be personal preference but I think you can have any flavor that trucks provide such as on field reinforcement and bunker/flak emplacement type fortifications without baking it into teching. Just make all that stuff conscious build choices and units that do those things. /EndRant
If anything FRPs are just another example of how all factions need certain tools in one form or another if they are to exist.
Thread: Addressing the issue of ELO-hell.10 Feb 2022, 17:28 PM
Totally unrelated but this thread almost makes me want to be masochistic and try OST 3v3. I only played that mode when I first got the game a million years ago and have a 1-11 record. I'm guessing that would be a firsthand look at true ELO hell. LOL
Thread: FRP10 Feb 2022, 17:15 PM
As someone who doesn't play larger game modes - are there specific FRPs you have in mind? I rarely see them used in 2v2 as the penalty to reinforce time is pretty punishing. Halftracks and anything else that isn't a true retreat point are pretty squishy. In my mind the OKW Med truck is probably the most likely offender as it's both sturdy and usually better protected with Flak Gun. Obvious tradeoffs of course with risking your tech structures and the significant resource investment.
In regards to COH3... if I see another faction with truck teching I will personally go to Canada and burn down Relic studios (kidding obviously but barely )
Thread: nice usf pathfinder10 Feb 2022, 17:04 PM
9 Feb 2022, 13:43 PMaerafield
Which of course just creates a feedback loop which necessitates Scott use to deal with 2X ATG meta and Flak truck guarding ISG batteries. Which means you need to use Paths for sight regardless of their combat ability.
Though going back to OP- I think I'd take dealing with Pathfinder clones over dealing with braindead Fusie blobbers.
In: COH2 Gameplay
Thread: Addressing the issue of ELO-hell.9 Feb 2022, 21:15 PM
I've always assumed this but don't know it's true or not. Does MM average ranks/Elo out when making teams? For example it's okay with a 2v2 of Rank 100 and 500 versus 300 and 300.
Matches like this are always a crapshoot if the match turns into two separate 1 on 1s where the higher rank in the lane might overly dominate if there isn't good teamwork. If this is the case you could probably improve MM by tightening up how far apart the outliers are from the average ELO that it's trying to make. For example 50 1000 versus 500 and 500 is much more likely to not be a good game.
Estimated ELO for Premades would be HUGE. I freaking hate losing to some AT in placement matches and then see that some of the team is top 100 in Randoms or something. It just results in further annoyance because the placement matches probably underestimate the rank of the AT and it will still be bad MM until they climb for a while.
Thread: Pioneers vs Rear Echelon1 Feb 2022, 19:51 PM
1 Feb 2022, 03:09 AMTheMachine
Comparisons to Combat Engineers seem pretty unfair. Combat Engineers get Flamers and can be merged which is so much better, not to mention are cheaper. Echelon can get BARs but are a waste of munitions compared to putting double bars on Riflemen & officers. Likewise, Pioneers can get Flamethrowers. Echelon also have the worst mines. Echelon have some benefits like fighting positions and volley fire but it's definitely worse compared to other engineer units. I would like to see them have more carbine damage, at least early on, but with worse weapon scaling somehow.
Something like an upgrade "Front Line Experience" which would make them better combat troops but had some tradeoff like no sweeper and no 5th man or lower repair speed would be fine I think. Would be essentially same tradeoff Pioneers get by missing out on sweeper bonus repairs.
Thread: Increased RA from nearly squads - Antiblob measure.14 Jan 2022, 23:36 PM
14 Jan 2022, 17:01 PMzerocoh
what if it was inversed? what if blobs got cooldown/accuracy penalties instead? so blobs wouldn't instadelete their targets?
This is an interesting idea. I would suggest moving accuracy personally. Blobs are most effective when combined with squads with high moving acc like G43s . If a blob can't run and gun as much then they are much less effective...
In principle though I don't think the concept of antiblob measures can be implemented effectively. There just isn't a way to "turn off" the measure when it in theory it shouldn't be used. For example, if you mass retreat to your base should you be punished for "blobbing" there? It makes getting base locked that much easier because your "Blob" is going to get nerfed just for leaving your base together. That's just one example but I'm sure there are other times when a "blob" isn't really a blob and coding for all those exceptions would a nightmare.
In: COH2 Gameplay
Thread: Making M-42's canister shot more player friendly11 Jan 2022, 19:16 PM
Canister Rounds were pretty much neutered after their range got reduced. I'd be more in favor of just replacing them with a 1 shot ability and giving it back some range. Something like copy pasting the Greyhound's canister shot will be fine I think - it's good-ish but not game breaking by any means.
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