Volks camping in green cover, volks approaching at once from multiple sides, fast tech to either medical HQ (where you get the maphack halftrack, at which point youll always know his positions in advance) or into the mech HQ, and bleed them with a luchs, followed by stuka for some wipes.
Also, given how terrible maxims suppression is, the good old crawling right up to him from the front and tossing a nade, will probably do well.
Profile of adamírcz
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"Nice. Very impressive. Now let´s see Paul Allen´s playercard."
Post History of adamírcz
Thread: Counters for Soviet Tier 2 early maxim spam?16 Apr 2018, 15:21 PM
In: OKW Strategies |
Thread: Your thought on USF early game13 Apr 2018, 20:02 PM
I guess if the starting squad would be vet3 REs, it may close the gap without making REs too spamable. BTW REs are now overpriced, especially the reinforce cost is ridiculous. |
Thread: OKW Ostwind11 Apr 2018, 19:00 PM
Of course... If you need to toss fuel and MP down the gardening drain, this unit is a perfect choice. Same applies to the Ostheer one. I really dont know what is it with these specialized AI units that most of the time end up with less AI DPS than some generalists. In: COH2 Gameplay |
Thread: XP values need to be looked at. 11 Apr 2018, 16:57 PM
Yep. Some units end up on full-vet after a single combat, while other just never make it to the top. I guess the second mentioned should be looked at primarly. Anyone ever seen a vet5 Kubel? A vet3 AT-gun? Also goliath has a problem with gaining veterancy In: Lobby |
Thread: Simple Soviet sniper tweak idea10 Apr 2018, 14:26 PM
IMO all snipers should not get the bonus RA on retreat, it makes snipers survive flanks which should easily kill it too often. This would also prevent those annoying long retreats with a 222 or other LV just not hitting it ever. +1 In: COH2 Balance |
Thread: Wehrmacht have to counter the inevitable allied blobs???7 Apr 2018, 13:29 PM
MG42 certainly does work, if you use it the proper way- keep it slighty behind the line, NOT on the edge with no unit in front of it and ideally have a second one. Green covered grens with well timed retreats do a lot of bleed. Also have a unit to cap around In: COH2 Gameplay |
Thread: New official patch for summer2 Apr 2018, 21:53 PM
Where or how can I suggest more changes in the upcoming balance patch? Eh, i think you might wanna post this into a different thread, (or make your own) like for example some thread which wasnt made on THAT day... Unless you arent being serious either... In: COH2 Balance |
Thread: New official patch for summer1 Apr 2018, 11:03 AM
I´v just had a look at the official forums and... it looks like they have one last balance patch up their sleeves. This one appears to be focused on support weapons. As you can see, there arent that many changes so far, but they are probably gonna add something new, until the release. I will copy and paste the notes here: Snipers Soviet Scout Sniper- we felt that the risk of relying on this unit against Ostheer was too high for the reward and the sniper team was too vulnerable to countersnipes by the incendiery round. -Soviet Scout Sniper is now a three model squad Ostheer Sniper- as proved by many recent replays, this unit lacks enough DPS to cause effective manpower bleed to USF and UKF opponents. Therefore its offensive capabilities are being improved. -Rate of fire now increased by 1.5 -Incendiery shot is now available from the start, Vet1 provides additional RoF increase UKF AT Sniper- Previous patches have made this unit too easy to counter by light vehicles. AT potential is being improved. -Snare shot is now available from the start. Vet1 increases anti-vehicle damage and penetration. Machine Guns MG42, MG34, Vickers -Lack of reliability of these units caused by their vulnerability to flanking has made mainline infantries too dominant. Therefore we are improving their skills at covering larger areas -Cone of fire now increased to 180 degrees. -Range increased by +10 Mortars Ostheer mortar -This unit appears to demand too much micro from the player. Its survival-ability and offensive capabilities are being improved -Rate of Fire increased by 1.5. -Range increased by +15 -Accuracy increased by 1.5 -Now automaticaly retreats when under 50% of health. More changes are to be discused and added to the list soon. In: COH2 Balance |
Thread: USF Mortar Halftrack meta31 Mar 2018, 15:15 PM
I was just about to write somethin similar. THX for saving my time In: COH2 Gameplay |
Thread: How would you change coh 2?29 Mar 2018, 13:06 PM
i'd put fuel upkeep on my vehicles, ammo upkeep on upgrades and team weapons, I feel this would push people into thinking more about what to build then just blindly building something. My thought is that both upkeep and popcap are BS mechanics, that punish for squads/units preservation and make combacks easier than they should be. Unfortunately, it is too late to remove it, since lotta units are balanced around their upkeep/popcap costs In: COH2 Gameplay |
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