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Post History of LoopDloop
Thread: OKW vs Conscript+PPSH or Shock troops24 Oct 2018, 00:28 AM
Obers and an hmg34 are probably your best bets. Flaktrack is a bit tricky to micro and cons are best suited to at nade it to death out of all allied infantry because they’re six men and have oorah. In: OKW Strategies |
Thread: Feedback for Commander Revamppatch24 Oct 2018, 00:26 AM
This is what control groups are for. In: Lobby |
Thread: OKW needs some nerfs don’t you think?24 Oct 2018, 00:25 AM
I think okw on its own is fine. More so that ukf and maybe usf need some tuning/buffs. I like the raketen a lot but something should be done about it shooting the ground all the time. Keep in mind, though, that when it shoots at lighter vehicles like the UC or M20 it’s more likely to miss because they have smaller target sizes IIRC and that’s a normal part of the issue that isn’t unique to the raketen In: COH2 Balance |
Thread: USF radical design changes ideas24 Oct 2018, 00:24 AM
Why not make it a timed upgrade for a rifle squad? Maybe even have it just add another model along with the requisite weapons/abilities instead of changing the entire squad. As long as you could only have one, I think a 6 man squad would be cool. I like the idea in general but sadly it’ll probably never be implemented. I do think that usf is not at all well designed to be skipping tech. Case in point: the bonkers decision to give lieutenant tier no reliable at options but two suppression platforms and captain tier no suppression platforms but two reliable at platforms. It’s definitely the worst designed tech system overall and the most expensive to backtech at the same time. It’d be nice to see a well thought out linear system make it into live like this, as even with all its vanilla units, usf still lacks some pretty core elements of an army (flamers, normal mines, heavier armor, snipers, early ultralight vehicles, variety of nondoctrinal combat infantry, etc.), some of which is made up for and some of which is sorely missed in usf’s lineup, more so than any other faction except maybe brits. In: COH2 Gameplay |
Thread: British Forces tips22 Oct 2018, 21:24 PM
IMO in team games (even 2v2s) you can definitely get away with one section (with a commando commander ofc) if you have good micro. If you’re going commandos 3 is definitely too many and I still feel 2 is redundant. It leaves you a bit low on capping power but that’s not a big deal in teamgames and you’ll be trading that for a much better army composition in the midgame and onwards without wasting so much manpower. I can usually get a sniper, sappers, and an aec and still be able to get a commando immediately at 3cp. Agree 100% about bolster. Pretty much exactly how I feel about it. In: Strategy Desk |
Thread: Feedback for Commander Revamppatch22 Oct 2018, 04:20 AM
The problem with that is that you'd be paying 440 mp for the mortar halftrack that way instead of 200ish or whatever it is now. Not really worth the cost IMO. In: Lobby |
Thread: The Forward Logistics Glider22 Oct 2018, 04:02 AM
I wouldn't spend real money though. Wait till you accrue enough supply points to get the commander and save yourself the 2 bucks or whatever. You'll get to the point where you have enough supply to buy commanders you want when you want them most of the time. In: UKF Strategies |
Thread: Favourite moments in CoH222 Oct 2018, 03:59 AM
When a plane crashes on his base and kills his entire army XD In: COH2 Gameplay |
Thread: The Forward Logistics Glider21 Oct 2018, 17:20 PM
The actual glider itself doesn’t take pop. The aurlanding officer accounts for the 9 pop, which is warranted given that he has the commando gammon bombs and the very good officer charge ability as well as a recon run. I tend to put brens on him though, as he doesn’t have camo and is only a 4 man squad and as such can’t be used like commandos despite having the same stens. Commandos and the officer get better brens than tommies, but normal commandos should just be used with the stens and camouflage. The glider is decent but it bugs me that you can’t repair it. I don’t usually use FRPs except in super large 4v4 maps, but it’s a bargain for the cost. You get the officer (worth around 300 manpower) and a retreat and reinforce point, which if you bought through the forward assembly and FRP upgrade, would be like 400 manpower or something like that (like I said, I don’t really use them so I don’t remember the price on it) for just 540 manpower. Edit: the overall commander is pretty good too. All its abilities are useful and having commandos is almost a must with brits at higher levels, and even though the croc got nerfed it’s still pretty good. Being able to cap territory really fast with comets and Churchills can be a bit ridiculous and can save the game sometimes, and the typhoons aren’t terrible either. In: UKF Strategies |
Thread: About soviet shock troops in WWII20 Oct 2018, 23:35 PM
Yes but what is the basis of your argument? What is the point you are trying to make? Are you trying to say that because shocks are offensive troops they shouldn't be in urban defense? Or do you just want to say, as I already said in the previous post you quoted "I think shocks are offensive troops and nothing have a nice day?" Because motive is important in discussions. It's like if I said, "Coffee is hot", proved why coffee is hot, and elaborated no further; as oposed to if I said "Coffee is hot", proved why coffee is hot, and stated that as a result of coffee being hot, there should be a warning on the cup or whatever. I'm sorry if I'm missing something, but it doesn't look like you gave a reason for the argument of shocks being offensive troops. I'm just trying to understand what your point is. In: Lobby |
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