Hey Tric,
Been queueing quite a few games into this map on 2v2 and it feels like it has potential but some parts of the execution are a bit off.
1. The map is too tight, a lot of the smaller alleys are designed well to give opportunity to flank, but because the map is quite tight often a single mg will cover 3-4 alleys and 3 mgs can cover the map. I think this detracts from the close quarter combat sort of gameplay and just ends up creating a very static game. I think if this map were 1v1 it may be a bit better but as it stands 2v2 its too claustrophobic
2. Alternative functions used to help flank? Maybe some smoke vision walls not sure if that's possible that can put units into grenade range to mgs right from the get go out? Would make sense in a city ruin and also add to the close quarter combat feel.
As it stands the dimensions should prolly be reassessed with mg42 arc in mind for 2v2.
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Thread: Bialystok Market - Spring Automatch Discussion27 Jul 2019, 11:55 AM
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Thread: Disproportionate effort needed to beat OKW death blobbers20 Jul 2019, 06:53 AM
Comical how hard this guy blobbed, what was sad was how much better I had to play just to handle it. In: Replays |
Thread: USF vs static 1v1 slug fest comeback loss13 Jul 2019, 23:33 PM
I'm USF here, had a pretty fun game with someone roughly my skill level today Would be good to get some feedback I think critical points of this game came down to: 1. I made a silly doctrine pick while drinking coffee, was considering heavy an didn't realise I picked it. Hell I had fuel lead and went major already. By late game come around his LEFH meant he had absolute artillery superiority. 2. Vilshanka is a very strong map for his weapon team spam, while I think I managed to "outplay" it with aggression and micro'd light artillery for the large part, it meant his game was not easily collapsed. 3. My mid late game deep flank, while initially very rewarding, ended up losing me multiple infantry on retreat from his sector skill plane, partially bad luck, but also partially a high risk situation I felt pressured into as no artillery superiority. 4. I neglected the initally subtle pressure of the LEFH until it was too long (already lost my infantry in an aggressive flank.) Instead my aggressive flank should have been to eliminate his LEFH as the manpower bleed would have been considerable instead of the focus on feeling out weak points at top. 5. Overtime his informational advantage through overwatch flares edge him in a lot of engagements to my detriment and in a 50minute game meant far greater bleed. Overall on a less open map, or if I'd picked a calliope commander, or if I simply just did the risky flank on his LEFH instead I think the game could have easily gone my way. In: Replays |
Thread: USF vs static 1v1 slug fest comeback loss13 Jul 2019, 23:32 PM
I'm USF here, had a pretty fun game with someone roughly my skill level today Would be good to get some feedback I think critical points of this game came down to: 1. I made a silly doctrine pick while drinking coffee, was considering heavycav an didn't realise I picked it. Hell I had fuel lead and went major already. By late game come around his LEFH meant he had absolute artillery superiority and onus for making plays was on me. 2. Vilshanka is a very strong map for his weapon team spam, while I think I managed to "outplay" it with aggression and micro'd light artillery for the large part, it meant his game was not easily collapsed. 3. My mid late game deep flank, while initially very rewarding, ended up losing me multiple infantry on retreat from his sector skill plane, partially bad luck, but also partially a high risk situation I felt pressured into as no artillery superiority. 4. I neglected the initally subtle pressure of the LEFH until it was too late (already lost my infantry in an aggressive flank.) Instead my aggressive flank should have been to eliminate his LEFH as the manpower bleed would have been considerable instead of the focus on feeling out weak points at top. 5. Overtime his informational advantage through overwatch flares edge him in a lot of engagements to my detriment and in a 50minute game meant far greater bleed. Overall on a less open map, or if I'd picked a calliope commander, or if I simply just did the risky flank on his LEFH instead I think the game could have easily gone my way. In: Replay Reviews |
Thread: For the Love Of God M1 Pack Howitzer 11 Jul 2019, 08:12 AM
I'd like to see a replay where you build an early mortar to smoke counter a HMG.42 and win where your opponent isn't simply too bad. This is my experience too, but I suspect he's either remembering things from a different patch and mixing it up or simply playing a different place on the ladder. Frankly I'd get another rare echelon and use the new grenade launcher before I use the t0 mortar In: COH2 Balance |
Thread: For the Love Of God M1 Pack Howitzer 10 Jul 2019, 21:42 PM
Have you even used the mortar against mg42? Like I see people regurgitate this, and just can't tell if they're playing the same game In: COH2 Balance |
Thread: For the Love Of God M1 Pack Howitzer 9 Jul 2019, 21:35 PM
I think its a combination 1. Most wehr players outside top ranks play incredibly static (double mg early is common, + mg in garrison with at gun) and this static playstyle is very much punished by a heavier arty like pack howie 2. the HEAT shells, this stuff is really RNG wipey and probably bad design, at very very least it should cost muni. I think overall its a bad design. As for things about pack howie being hard counter / comparing it to mortars like its a valid comparison, or it requiring low micro to be effective etc these are just rock complaining scissors is OP. Going double packie howie puts USF field presence back significantly and is only really feasible against static weapon teams players. Even in that case this playstyle can be punished by putting pressure on the arty (they need to be put up close to the front which is high risk) In: COH2 Balance |
Thread: For the Love Of God M1 Pack Howitzer 5 Jul 2019, 22:14 PM
and wehrmacht has 6 man squads now so I guess its even In: COH2 Balance |
Thread: Move Airborne Paratroopers to 1 CP4 Jul 2019, 22:11 PM
1cp is a bit too early IMO, I think they should be 2 CP in the same tier as guards and shock troops In: COH2 Balance |
Thread: Portrait of the new commanders16 Jun 2019, 12:20 PM
Agree, the portraits undermine the polish of not only this patch but entire game. Appreciate the hardwork of whoever did it, but it would be silly to pretend its not ridiculously out of place looking to spare someone's feelings. Saying the "community" doesn't care is demonstrably wrong, the sentiment seems to be strongly felt on reddit and otherwise. In: Lobby |
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