Profile of Two Years Gone
Post History of Two Years Gone
Thread: Making combined arms viable20 Feb 2018, 21:17 PM
Which begs the question: why wasn't this accuracy debuff carried over into CoH2 to prevent blobbing from happening?
Thread: MP40 Volks Under-performing20 Feb 2018, 17:56 PM
Can't seem to bring up an Axis unit without having to automatically compare it to something the Allies have. Panther thread, AT OKW infantry thread, and now here. Shouldn't we treat them all like the separate factions they actually are?
The biggest problem I see is why go MP40 when you could just use the Sturmgewehrs? They do essentially the same thing but better. Someone said to "nerf" them but maybe make it where their fire rate is lower so they're not as good close range. Obviously also give the MP40 some kind of damage buff or quicker reload or something.
Thread: Allied Tank Spam14 Feb 2018, 15:33 PM
14 Feb 2018, 06:28 AMLeOverlord
In the real war yes but in-game not so much. Elite armor costs a lot of manpower and a fuckton of fuel so by the time he gets a single Tiger or Elefant out you should already have 2-3 T34s or Shermans anyway. I would say you should have just flanked him but you say you're playing on a bridge map which, like you state, was probably a mistake. Bridge maps are fine for AI games but in PvP matches I prefer not to play them because it makes the game a massive stalemate and only rewards the guy that spams arty.
The fact that you had four Jacksons speaks for itself - this game got waaayy out of hand.
Also, overall I'd say Allied infantry AT capabilities are better than Axis. Distract him with your medium tanks while your Soviet AT squads suicide in and plant some demo charges.
In: Strategy Desk
Thread: Ask the Strategist!7 Feb 2018, 20:50 PM
On the other end of the spectrum, which Wehrmacht doctrine would you consider the worst for 3v3 and 4v4? I've been trying to break out of my comfort zone of Elite Troops/Spearhead/Lightning War so I want to know which ones to keep in mind.
In: Strategy Desk
Thread: Rebalancing Sniper Counter for Ostheer7 Feb 2018, 15:30 PM
7 Feb 2018, 13:37 PMKurfürst
This is one of the most frustrating things to witness, especially 1 v 1 or 2 v 2. Here you have this armored car with what's supposed to be an anti-infantry cannon on top and it's getting beaten back by a squad of M1 Garands out in the open.
I think this highlights how much of a relic the Wehrmacht is. Minus a few units and fixes it's maintained the same 'power level' as when it first started, while the other factions have slowly but surely surpassed it. Personally I think it's a good thing - shows how balanced the faction is - but it's caught in a stasis. Fifth man to the grenadier squad? Can't, that would make them better than other standard infantry squads. Nerf their damage? Can't, that would make them absolute crap. Buff the 222? Would make it too strong early game. Nerf it? Then it's garbage. Can't make a dedicated sniper counter to a faction that isn't allowed to change.
Thread: AT infantry for OKW?7 Feb 2018, 15:12 PM
7 Feb 2018, 14:10 PMdk828315
I've gotten a few surprise hits in on a Sherman or T34 with a Sturm Shreck before but even then it's not really useful - and like you say, once you hit once you're pretty much done unless you want to sit for five seconds while they put another round in. Sure, they may be a close range weapon, but Sturms can't exactly afford to get close without fear of getting wiped by a nade or by a single shot from the main gun of a medium tank. I'm sure two squads of Sturms with Shrecks could be useful but that's six hundred manpower and a shit ton of munitions.
It's a little off-topic but I always wondered why the OKW only has access to the Schu mine. Personally I think any mine that detonates from both infantry and armor is crap but who am I to say.
Dedicated Panzerjäger infantry in Tier 1 or 2 could be awesome. Like a Volk squad armed with MP40s and two Panzershrecks right off the bat so they're good versus armor but absolute crap versus infantry, which is how it should be.
Thread: AT infantry for OKW?6 Feb 2018, 19:17 PM
I wish had an "intermediate" infantry like Wehrmacht has with the Panzergrenadiers. Volks are fine and dandy but there's only so much a Panzerfaust can do and I feel like Assault Pioneers are too fragile to handle the Panzershreck upgrade.
Thread: 1v1 Need advice on strategies6 Feb 2018, 18:29 PM
One thing that's a bitch to deal with as Wehrmacht in urban areas is the Universal Troop Carrier. Upgrade it with the flamethrower and you don't really need to worry about infantry/MGs in buildings.
I may be wrong but from what I've read Brit infantry gets a bonus in cover so don't be afraid to lose a few squad models if they're in green/yellow. For the OKW Sturmgewehrs are a pretty hefty investment at sixty munitions so if you manage to wipe a squad it'll mean that you probably won't have another to deal with for a while. Assault Pioneers come standard with StGs but are squishy as hell so just survive their onslaught and flank them from behind.
In: UKF Strategies
Thread: Ideal Map?6 Feb 2018, 15:54 PM
The same could be said for the massive building on the south side of Redball. I hate them both but I suppose Redball's is more "balanced" (since Lienne's building is more favoring the north side.) I'll probably just avoid enormous buildings altogether.
What about weather? I do appreciate the "realism" aspect of rain and whatnot but sometimes I feel like it takes away from the rest of the map.
Thread: Ideal Map?5 Feb 2018, 18:14 PM
So like Lienne Forest? I feel like it does a good job at evenly mixing urban/rural/forest combat. The main problem I've been having (at least with my current map) is setting up European cities. They're so claustrophobic it's difficult to leave spacing for tanks and whatnot.
And do not overdo it with red cover, or Allied factions will hate you.
Why specifically Allied? I don't really like to use red cover anyway, I prefer a lot of yellow and a bit of green.
Last but not least, never place strong garrisons on important locations like cut-offs or fuel or middle VP, as it makes the game too campy and cancerous. Garrisons are fine, but only as long as there are many of them on unimportant locations.
This is one of the biggest questions I have. There's no doubt that buildings give an advantage early on with MGs and whatnot, but I feel like mid-late game they're more of a liability since all team games eventually devolve into an arty arms race. Should buildings near capture points be avoided?
2 Feb 2018, 23:46 PMTric
For community maps with the most play and most downloads... you just put 1-2 chokes on the entire map and let people stomp AI. Balance won't really matter here as long as the map has lots of explosions.
Yeah, I've noticed the top maps in the Community Modding Hub are things like Lyon, Sittard Summer, Achelous River, etc. However, I'm not to keen on "bridge maps" for PvP ever since our group did a 4 v 4 on Achelous River. It lasted for four hours and resulted in my team "losing" because literally nothing could get done and I had work the next morning.
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