I agree they can be killed by the flame halftrack easily, but the Heat grenade is a large threat to any light vehicle and if they stay clear of the grenade range then you can try and stay out of flame range because you have long ranged boys rifles. They aren't a counter but more of a deterrent preventing him from just walking all over you until you can get something stronger. If you have the ability to get a second squad then you can really threaten a flame halftrack. Hell, If you chose the machine gun on the UC you can just keep peppering him.
"Stay out of flame range"? Hahaha, that flame range is like 3 times your grenade range, not to mention that the Flame HT is super fast. If you want to engage it, you will get flamed, period. And you know, most players PROTECT their flame HT with infantry or 222s, which will mow your Boys down. Also, you cannot use cover against Flame HT, so the DPS is lousy. If you go for it, you can get an AEC around the same time he gets the Flame HT, which is far better choice imo. Getting 2 squads of Boys severely limits your AI, because they just get WRECKED by mid game by basically any infantry out of heavy cover. Unless you get the 5 man upgrade, they are generally pretty weak. If your only squad against Flame HT is Boys, it can just kill them 1v1 in seconds and then proceed to the rest of your army, unless the enemy is a complete idiot. It is just that sort of unit that NEEDS a hardcounter, because it is too potent to be stopped with just softcounters. And the UC, while having some potential, is seriously bugged now. The pathing is so bad it gets fausted almost every game, even with high level players. I stopped counting the times a Kubel escaped just because this piece of sh*t derped out and started reversing. |
I generally go with 1 inf section ( on top of the starting one) into machine gun followed by universal carrier. I find either upgrade viable, it just depends on what you need, The machine gun is very good if you're fighting in open areas as the mobile machine gun is ridiculous. But the WASP is also effective in open areas, it just happens to be crazy good against buildings as well( for obvious reasons. With good micro keeping it at maximum range against infantry you can duel even singular panzershreck squads, as you can take a singular hit and then roll off and repair without engineers. Use the machine gun to hold down key areas and use the infantry to cap and support the carrier with more firepower. If you're playing special weapons regiment you can rush out the Boys rifle infantry which will give your infantry security against a flame halftrack. And if you Come up against the dreaded Flak halftrack, a AEC or more Boys rifle infantry should deal with it. Without the Special Weapons regiment life is harder, a quick AT gun rush may help, but AT guns can die easily.
"When in doubt rush Centaur "
A single Boys squad gives you "security against flame halftrack"? Are you trolling or something? Double zooks are not enough against that thing when handled properly. I do not know who you played against, but the Boys are pretty much useless unless somebody parks their vehicle right next to them in heavy cover, close enough to throw the HEAT nade. Other than that, they are harmless against vehicles and just get kited around. If they had a real snare, that would be a whole different story, but as they are now, unless your enemy is an idiot, they do not kill vehicles. Also, in 1v1, the AEC is usually a must, at least for me, because the Brits get outnumbered almost every time. Having said that, it is my experience with the Tank Hunters. If you have a different one, enjoy it, because I have not had any success with them so far. |
While this is being discussed, the Guard grenade needs a RADICAL price decrease. Right now, it costs 45(same as Bundle and Light Gammon), while worth 25, 30 at best(taking into account that Soviets usually float muni). The Shock one is not so overpriced, costing 30 instead of like 20, but it could use a price decrease nonetheless. |
It would be cool, yeah, but it would not change my attitude towards the tank. As we have already established, the tank is already an AI beast.
I still think that from the 4 vs 4 team games perspective the upgrade, no matter how expensive, is definitely worth at least trying out. I do acknowledge that in the end I might say that it's not necessary too, however at this point I am reluctant to do so 
It might not be a big upgrade, but there definitely should be the option to do it. I do not get why it isn´t already there. |
Jackson also got powerful buff recently - not needing a scout is super important for a TD, it also allows for some a-move here and there.
If you mean that LoS buff at vet 2 or whatever, it is irrelevant. It is +5 sight. That is nothing for a TD, because even then the sight is still much shorter than the firing range, unlike on a Tiger for example, where the LoS buff matters a lot more. Jackson ALWAYS needs a scout, otherwise its gonna die. Everything that destroyed Jacksons before, still does. The pen is still not that great either. It is OK at times, but you just cannot depend on those finishing shots the way you can eg. with a Firefly. That is just my opinion though. |
Pershing is lacking of HP pool mainly. Gun is ok, armor is approx ok, speed is ok. Another thing is that real pershing had .50 cal mounted MG and should be added ingame.
You are right about the .50 cal. Pershing is the only heavy tank without the ability to upgrade to an MG. WHY? Is Relic really that lazy? It is one tank, so you should be able to get the maximum out of it. |
Hello,
I have noticed that Comet abilities, namely the M89 White Phosphorus Shell and Crew Self-Defense, seem to cancel themselves randomly. I used the ability (via hotkeys if that helps), it activated, voice message has been played (Throwing grenade!) and then nothing happened. Several times in a row. A bug like that can quite often cost you your precious Comets of course. I found similar topics in the bug section (here: https://www.coh2.org/topic/45502/comet-churchill-cromwell-smoke-shell-grenade-ability-bugs) and (here: https://www.coh2.org/topic/46978/comet-churchill-grenades-on-the-move-inconsistency). I would not put this in again, but the topics are so old and mostly without adequate replies, that I fear this bug might have been overlooked. If it has not been, please forgive me. |
Problem with this is that OKW has the most pathetic support weapons for combined arms. Raketens get instant decrewed by anything really. They fall into enemy hands very easily and are then retreated. The ISG cannot retreat like a mortar so it is also very easily decrewed. The Mg34 is pretty poor. No comparison to the other mgs in the game. That is your support weapons.
Then the mainline infantry are fragile. The pioneers are fragile and expensive. The elite infantry are also very fragile until you vet them.
When you put everything together, and add in the multitude of superior allied artillery strikes, it's just a very weak combined army that never really holds - which is why people whine about playing combined arms with the OKW.
Sturmpios are FRAGILE?! SERIOUSLY? I have had an engagement where I caught them out at almost max range with IS, I was in cover, and they were crossing a road(negative cover) to get to me. Both were full HP, vet 0. They still won, 3/4 members remaining. If that is fragile, I am the Pope. Of course, multiple infantry units will always focus them down, because it is great MP bleed and limits building mines and wires. It is the same with Assault Engineers. They are not meant to charge head on. You have Volk for that. Volk are fragile only until they vet up a little. Try using the sandbags more. And you know, they cost less than any other inf except cons, so it would be pretty broken if they beat riflemen and IS, and it still happens from time to time. That flame grenade is powerful, especially against the IS, since they cannot use that precious piece of cover anymore, and its so fast and has such a short cooldown that it is almost impossible to dodge, so it mostly will turn a fight around, unless its something like Rangers, but I made that cost point above already. Just mostly a question of micro. |
You are correct cons have always suffered from this problem, but as with the latest state of the game the SU is in the best shape it has ever been in, to deal with it. Commanders to increase their flexibility, late game utility over Volks (reinforce other squads), hell even the option not to use them at all.
The problem with OKW isn't just because Volks are under performing late game, its due to the lack of options in the current meta. OKW has always been limited in choice of meta you can go with, it used to be hold out for Obers and panther tanks, and with the current state, a light vehicle rush into tanks.
Infantry is the weak link in giving OKW more choice with the current meta. OKW's infantry is over extended, including Sturms, a more defined role for these units is needed to correct it. If Volks are a stepping stone to Obers, position Obers so Volks can be that stone. Making Sturms so useful almost makes Volks a liability. If it wasn't for that snare, why get them. Having Obers arrive so late makes them of limited usefulness almost to the point of redundancy.
Give OKW options, don't force me to use call in infantry and vehicle rush. If changing Volks gives me more options, do that, if bringing Obers into the meta does it, do that. Anything that gives OKW more choice in meta will go along way to making this faction interesting.
"Do not force me to use call in infantry and vehicle rush." Now you know how USSR players have been feeling since the start. |
Get off acid dude.
P4 got advantage against every single stock med, because chances for allied meds to penetrate it is LOWER then the chance it gets to pen allied meds.
At vet2 it stomps over allied meds and is equal to 34/85.
I have to agree with this. The important thing is, it is as good, and later better than a Sherman, but without switching rounds. It has 3 MGs in total. That in combo with its HE damage, is absulely deadly against infantry. Usually 2 zooka squads have trouble dealing with it on its own. Not even mentiong the PIATs that you can just move around and they wont hit sh*t. And that vet 2, man oh man is it powerful? |