L2P. If you always expect a grenade, most of them will miss.
Rifles have a relatively long windup time and if you're paying attention you can dodge them pretty easy thanks to the 'obvious incoming grenade is obvious'animation and clustering of your units.
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Post History of ZeroLithium
Thread: Frag nade wiping out 4 men23 Nov 2015, 21:56 PM
In: COH2 Balance |
Thread: Unit Abilities23 Nov 2015, 21:53 PM
My favourite is coordinated barrage from the Wehrmacht Artillery Field officer. Nothing quite like having double the panzerwerfer fun for a fraction of the price! So satisfying watching blobs disappear Kreygasm In: COH2 Gameplay |
Thread: close the pocket20 Nov 2015, 03:57 AM
All enemy units which remain in cut off enemy sectors will be bombarded by railway artillery, stuka dive bombs and panzerwefers until the territory sectors are reconnected. Be warned that units in friendly and neutral sectors don't get hit In: COH2 Gameplay |
Thread: Balance Preview Patchnotes20 Nov 2015, 03:52 AM
Quite a promising patch, fixes a lot of issues with OKW and some others too. However I have a problem with it: The problem here is that you're pitting an upgraded squad vs a non-upgraded squad. One side is always going to have an advantage when something has been invested in them. Infantry sections might not have all the utility of grens but they still pack quite a punch. In: COH2 Balance |
Thread: Balance Preview Patchnotes20 Nov 2015, 03:52 AM
Quite a promising patch, fixes a lot of issues with OKW and some others too. However I have a problem with it: The problem here is that you're pitting an upgraded squad vs a non-upgraded squad. One side is always going to have an advantage when something has been invested in them. Infantry sections might not have all the utility of grens but they still pack quite a punch. In: COH2 Balance |
Thread: Will Stormtroops be able to equip G43?20 Nov 2015, 03:46 AM
Solid idea. G43s would make them better in combat without the price tag and still have a weapon provided ability to further add a different element to the unit. In: COH2 Gameplay |
Thread: Panther just too powerfull and no good counter20 Nov 2015, 03:45 AM
I was just thinking that panther is just too powerfull especially since we can just build 1 havy tank, so soviet can just have one tank that can beat panther but panther can be spammed. So it is just very hard to win. Ik we can build su 85 but they are too flnkable even with 34 and conscript they always die when the enemy decide to push. That is why i go industrie because oteherwise su 85 cost a lots and die for nothing. I don't normally do this but... l2p. Panthers melt to AT weapons and charging a panther at an SU85 will inevitably lead to an overextension and suffer at least 2 hits before flanking the target. The panther's mobility is probably one of its best assets, so crippling it with a snare will most likely result in a dead panther. If T34-85 were made non-doctrinal then it renders the SU85 almost obsolete. While the SU85 might have better range, the T34-85 has better mobility albeit a bit squishy. In: COH2 Balance |
Thread: Rework Assault Grenadiers19 Nov 2015, 06:13 AM
I agree with Moped - being forced to advance into an IS is going to cost at least 1 model their life with the amount of damage those rifles do. IS will beat assgrens almost any day. And of course 2 squads of assgrens will beat a rifle squad - it's 2v1! In: COH2 Gameplay |
Thread: IL2 Sturmovik Attack19 Nov 2015, 02:20 AM
Does anyone find that the IL2 strafe deals lots of damage to infantry but prefers to not kill models outright? I've been on the receiving end of IL2 strafes where a full vanilla gren squad gets hit by a full burst but only reduces squad HP to half. In: COH2 Balance |
Thread: Hope for USF AT-Gun?19 Nov 2015, 02:18 AM
A slight tweak in penetration would be nice imo. Atm their shots bounce quite often but are immensely effective when fired from the sides. In: COH2 Balance |
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