How to beat sturmpios with anything that isn't conscripts:
"It works best when you pull the trigger" -Ryan Reynolds as Deadpool

Thread: Sturm Pioneer best infantry in the game?20 Mar 2020, 02:55 AM
How to beat sturmpios with anything that isn't conscripts: "It works best when you pull the trigger" -Ryan Reynolds as Deadpool In: COH2 Gameplay |
Thread: Close the pocket fail19 Mar 2020, 03:01 AM
Approximate game times you attempted CTP? 23:30 and about 30 mins on the last one. Maybe a little later on the last one but it's right at the end of the replay, you'll know when he goes for it. Yeah real shame it looks like the heavy howitzers just completely bugged out. He did it after decapping correctly and all the sectors became highlighted. Heavy howitzers just didn't fire. The light mortars did though, not that they're worth the munitions. What's really sad though is that the game would've easily been yours had it worked correctly. No idea on how it works in the files, but if I had to guess it's probably because whiteball is a new map and somehow that just doesn't work well with the doctrine is my guess. Who knows though. In: Replays |
Thread: Tank Destroyer Standardization19 Mar 2020, 02:35 AM
FF is by far the worst TD. Not sure how people think it's somehow good. Super vulnerable to blitzing P4s or Panthers, super vulnerable against ATGs and handheld AT. Cant reliably penetrate heavy tanks and has a reload that makes you wonder if the thing is bugged. Just spamming 6 pounders and using the fuel for AVRE, Comet or Croc is WAY better than going FF As someone who builds FF every game as brits, I'd say this is wrong. The FF may look bad on paper because of its long reload, but the first round goes out just as fast as others. I know you know that the FF deals 200 per shot, but a lot of players don't know how useful that is. The FF combo is probably the fastest burst damaging combo left in the game. You can take down a 640HP medium in about 11 seconds if both those shots pen. That's faster than ANY other TD in the game including the StuG and JP4. It won't win without support like the jackson, and it won't self spot to 70 range like the su85, but 11 second TTK with about 9 seconds TTK at vet 2 is pretty strong when your opponent steps a little bit too far forward with his P4 and those mistakes can be very costly. In: COH2 Balance |
Thread: Suspicions19 Mar 2020, 02:20 AM
I know to report a player i have to provide evidence, and i'm pretty sure of what i'm saying, but just to confirm and not to ask relic to ban someone innocent, i want your opinion guys. For future reference, we don't usually accept "reports" here anymore. We also do not allow public cheating accusations. If you have concerns, PM a mod. https://www.coh2.org/topic/102906/how-to-report-a-player /locked In: Replays |
Thread: Please Fix Guard Motor Coordination and Counterattack in 2v218 Mar 2020, 02:52 AM
Try 2x paks into p4 against 85s. The p4 alone is no match for the 85s, but 2x pak guns makes any tank nervous. Use your HMG42 range to push and suppress entrenched guards then push with LMG42 grens. I'd say Pgrens are situational and map dependant. Schrecks are good on the defence to cover tanks and pak guns from flanks. They shouldn't be rushing guards from 35. Brummbar should still be able to shoot while buttoned with attack ground. Use that to injure or wipe the buttoning squad or reverse away. You can also push the squad if you're on top of the squad to cancel the button. Werfer is decent vs guards since they don't like moving. Also good vs the HM38 and all support teams. Certain doctrines are very good at shutting down other doctrinal units like the 34/85. The Elephant can 3 shot the 34/85, but you need to protect its flanks. Panthers are decent but you need to keep the 34/85s away from it when outnumbered or you'll be overrun by mark target and volume of fire + ram. Assualt support doctrine ju87 mg strafe insta pins infantry and is REALLY strong. That doctrine is in dire need of a nerf. Comes with OP frag bombs, tiger, MG strafe, opels that cost 0 popcap, arty officer for 2x werfer. You can use the MG strafe to shut down for mother russia instantly. I think it's overall a net loss in munitions between the 2 but it'll force a retreat. So long as you have more territory you'll gain more resources in return. mines win games. 34/85s are phenominal, but they're no match for heavy armor in a frontal slug fight. If you pull out a tiger or elephant you force him to mark, flank and ram. If they hit mines though their push fails. B4 is really cheesey, but it's easy to counter with jaegar armor. In: COH2 Balance |
Thread: Switching from 4v4 to 1v1 to avoid COVID19?17 Mar 2020, 23:01 PM
Closed for a number of reasons. /locked In: Strategy Desk |
Thread: map hackers again17 Mar 2020, 03:17 AM
https://www.coh2.org/topic/102906/how-to-report-a-player Please read. We don't allow cheating accusations here on .org /locked In: Replays |
Thread: Give Axis panzers 40 sight16 Mar 2020, 19:28 PM
We were this close to no one responding and letting it die. In: COH2 Balance |
Thread: Another Take On The Heavy Tank Meta16 Mar 2020, 19:24 PM
I wouldn't call it a heavy counter currently. Beating a pershing isn't really warranting the "heavy counter" title. It's the lightest of all heavies in the game. As you said the IS2 is currently superior, and I agree. The panther struggles vs many other heavies currently though. Churchill variants, KV-2, ISU-152. And it's not that it can't pen them most of the time, it's that their HP pools are just so massive that the panther cannot deal with them without being in range of super TDs or AT walls. Its current design is more of a brawler tank that loses to things that outrange or outlast it. Personally I'd say the best heavy counter would be one that could 1v1 a churchill and win within a timely manner. The way the churchill is currently though, nothing can kill it in a timely manner. In: COH2 Balance |
Thread: Another Take On The Heavy Tank Meta16 Mar 2020, 03:24 AM
I think it’s difficult to make the panther a designated “heavy counter” without reducing its reload heavily. Because as it stands, it’s stats not only let it contest well when supported vs heavies but also solo mediums and tds in range. I think the panther really lacks a defined role. Some say it’s meant to counter mediums, others say the casemates do that, but then they also are supposed to counter heavies etc. everything regardless gets shut down by cheaper or equal tds. It’s just one massive storm of no one can give things a defined role. The one thing the panthers do and will always have over the classmates though is mobility, but that mobility means practically zero against heavies. You don’t flank with panthers and they certainly aren’t meant to fire on the move. I personally think they’re “ok” currently. Their vet needs help and maybe a slight close range accuracy boost but they’re really good tanks for price point atm. Everything else just seems better In: COH2 Balance |
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