Honestly, I think I'd just get an extra pio + gren squad if I already have storms. That seems more efficient than getting a second CQC squad. Also, the last thing I need is a 340mp unit to repair 45% slower than a 5 man pio squad (but it's a nice extra if you don't get the storms).
But then again: I'm not sure yet. Maybe the extra utility does make it worth getting both.
Profile of DerbyHat
Post History of DerbyHat
Thread: Feedback for Commander RevamppatchYesterday, 11:32 AM
Thread: Feedback for Commander RevamppatchYesterday, 11:21 AM
Yesterday, 11:02 AMKatitof
Pgrens (and storms) can't be upgraded with a 5th man, only grens and pio's.
Thread: Feedback for Commander RevamppatchYesterday, 10:34 AM
Yeah, I'd agree there is some overlap between pgrens and storms. That said, the new storms are much more effective at CQC than pgrens, considering:
- They have ~15% more dps at near range. (Pgrens overtake them rapidly at around 14 range.)
- They have double the near range at 10 vs pgrens' 5.
- They have a lower base received accuracy at 0,75 vs pgrens' 0,8 (difference becomes 0,03 at vet 3).
- They get commando camouflage and smoke nades.
- They cost 1 less popcap and take 33mp to reinforce vs pgrens' 37mp (= less bleed).
Pgrens do get a bit better supportive role now, with their repairing and mark target (for infantry doc), but I'm not sure yet if this justifies getting both. You could get storms as a pure ambush unit and to spam booby traps, while getting pgrens as a midrange support unit to fend off CQC units or to upgrade with shrecks. I'd probably choose only one or the other, based on my most pressing needs.
Thread: So Axis SMGs really are intentionally inferior?Yesterday, 06:31 AM
Yesterday, 05:59 AMSerrith
Tried out the mod recently, maybe its just me but it feels like the stormtroopers mp40s are better than their assgren counterpart's-seems better at both mid and close range. Ill have to test it some more, but can anyone confirm if they are using an existing weapon profile, or get unique variants?
Check post #13, storm mp40's are much stronger
In: COH2 Balance
Thread: Wehrmacht noob back with OKW goliaths14 Oct 2018, 21:49 PM
If you want to react faster to engagements, try using the tactical map. You can rebind it with autohotkey.com (default key is Num0, I've rebinded it to the side button of my mouse). You could force yourself to use it by hiding your minimap until using it becomes a habit (a piece of paper is the only way I found )
Tightrope has a video about it: https://www.youtube.com/watch?v=1BM_Ufn-7YY
GL with your next matches!
In: Replay Reviews
Thread: Feedback for Commander Revamppatch14 Oct 2018, 19:58 PM
14 Oct 2018, 18:22 PMelchino7
Thank you! It works
Thread: Wehrmacht noob back with OKW goliaths14 Oct 2018, 19:36 PM
That was some nice goliath usage!
You did really well in the early game. Generally, you want to consolidate such an advantage as soon as possible, especially with how strong LV meta is this patch. Teching to a panzer 4 made it possible for your opponent to make a comeback.
The mechanized truck is often a much better choice than the med truck if you have the fuel. Your opponent only had engineers, maxims and shocks (= no snares), so one or two luchses would've shut down his whole strategy. Any AT gun he would've made would've been circlestrafed to death by your luchses. You can still heal your units with the medpacks from your sturmpioneers.
Shocks can be a pain to play against, but they are pretty easy to counter once you know how:
- Never let them get close. If you only have 1 unit, retreat them once the shocks come close (= length of a tank). If there are friendly units nearby, soft retreat to them (= walking back), then split them up. If you have multiple units, split them up in opposite directions (use the TAB key for this), so atleast one squad can keep shooting: https://imgur.com/a/hI02r1E
- Never close in to them. Shocks have higher short range dps than any axis squad in the game, but they suck at mid and long range. You want to stay at range for as long as possible against them, even with sturmpioniers.
- Bully them with light vehicles. Shocks are expensive and - unlike guards - don't deliver anything in the AT department.
If you still have problems against them: Focus on one side of the map and only harrass the other side with single units. This way you lock up an expensive shock squad on the other side, while severely limiting the effectiveness of the other shock squad on your side. (Note: avoid this if you can afford to play both sides)
Avoiding nades becomes much easier with experience. Some tips:
- Yellow cover doesn't reduce nade damage at all. Green cover (directionally) reduces nade damage by 50%. Move sideways when you're behind green cover and the enemy throws a grenade. This way you keep the green cover bonus (also, your opponent expects this less when he throws a predicted grenade). Also, on a related note, your volks can make green cover sandbags for free!
- Avoid having your units clumped up. They're much more susceptible to explosives this way. This is also why you're generally better off placing an MG in neutral cover instead of yellow cover; squad members love bunching up around yellow cover, resulting in easy nade wipes. You can use rightclick + drag to have more fine control over how your squad members spread out.
- Always be prepared for nades. Most squads can have nades at some point in the game. Keep checking back on engagements every few seconds, keep close attention to squads yelling about nades (I'd advise setting speech higher than SFX in the audio settings), notice if the enemy acts suspiciously (e.g. squad suddenly moves out of cover).
Most mines don't deal a huge amount of damage, but they're definitely an extra micro tax (like nades), which can be hard to deal with when you're new to the game. A few tips:
- SHIFT-move around obvious mine spots (closest edge of a capping circle, roads with red cover, narrow chokepoints, etc). Be extra cautious there where you know an enemy engineer went.
- Retreat your squads once they have 3 men, so they don't get instagibbed by a mine.
- Upgrade sweepers ASAP against soviets. Soviets love spamming mines and tripwire flares and will probably lay them as soon as they have the muni for it. Do a thorough sweep once you've secured the enemy side, keeping an eye on the notifications on the left of your screen. Always try to keep a sweeper at the frontline when assaulting with your army or with a vehicle.
You floated 1000 manpower towards the end of the game. Some ideas for spending it:
- Make one or two obers. These units demolish any allied squad at range once they have their LMG. Like shocks, they can't do anything against vehicles, so make sure you have enough AT to back them up.
- Make more raketenwerfers. One raketenwerfer isn't enough to scare a tank away. Two will probably scare a tank away and makes it possible for the raketenwerfers to cover each other. Three will make short work of a rushing tank if your opponent doesn't react quickly enough. they're a nice, cheap stopgap between your LV and P4. Do mind that they die very quickly cause of their short range and lack of gunshield.
- The MG34 is nowhere near as effective as the MG42, but it's still useful for slowing your opponent down. Place one where the opponent is likely to harass you (your cut-off for example) and he will likely have to return later with a bigger army or a vehicle, giving you time to react.
In: Replay Reviews
Thread: Feedback for Commander Revamppatch14 Oct 2018, 15:24 PM
I sincerely hope the balance team doesn't take some of the posts in this thread too seriously..
Thread: Axis Units Never Pose a Serious Threat13 Oct 2018, 19:03 PM
What's the point of this thread again?
The previous one was already embarrassing enough
In: COH2 Balance
Thread: Feedback for Commander Revamppatch13 Oct 2018, 18:21 PM
13 Oct 2018, 14:40 PMLuciano
Honestly, this whole patch seems to suffer from feature creep. Take the M42 or stormtroopers for example.
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