My feeling is that the Ostwind is way better in the earlier stages in the game compared to the Centaur, while the Cebtaur, while the Centaur is a tad better later on. The higher mobility gives Ostwind more use when there's not much AT around and it can run from an enemy medium. The Centaur can't do that, it's just too slow and therefore needs more support.
Going Ostwind as first tank is a viable strategy when followed up by StuG/P4. UKF on the other hand is usually better off going Cromwell into Centaur, Centaur first is more a comeback chance for your opponent than an advantage for you |
>The Combined Arms hoax
https://www.youtube.com/watch?v=-t8XVC6-iJs
Not sure about Ambush Camouflage, but it's buggy A F anyway, with the accuracy bonus often not triggering, at least if you use hold fire often like me.
Problem is that in the attribute editor (I verified that myself), the "exclusiveness" value is set to true, while in basically all other abilities, it is false.
I'm really not sure what it does then, if it's just a relic of a previous build and now there is no effect anymore, or if it has a different effect that we don't know. |
I remember these! I forget when or why they were removed, I don't know if it was even mentioned. It might have had something to do with pathfinding (dying soldier occupies space, blocking live soldiers).
But this should be the same for crawling soldiers?
I mean, the above posted animations are very gruesome. Maybe Relic took them out as a premeasure before CoH2 could be branded as a brutal game? My feeling is that CoH2 has lost quite a lot of it's terrifying shock factor over the last years, maybe it is part of "making the game more competitive" to not distract from competitive aspects of the game. But this is also due to the lowered wipe potential of many weapons like mortars .Seeing your soldiers die in a very "dry" sounding and looking explosion while playing a game for fun had something very distressing for me. That's why I was a bit flashed by CoH, because war was presented in a non moralistic, brutal fashion.
But that's a very wild guess. I think I have not played CoH2 long enough to remember if these animations have been in earlier builds or not. |
Centaur?
I think his point was that you don't have to build AA units to get AA as axis. He mentioned not needing Ostwind so i think thats why no mention of centaur
Yes exactly, thank you.
SOV and UKF have dedicated AA units as the only option, USF have Sherman pintles but often not enough of them. And the Soviet M5 half track is also pretty useless late game besides shooting down planes (just like the OKW and USF ones) because it will die in an instant if it comes close to the front line.
OST and UKF are the only factions with viable late game AA, and OST does not really need it. And OKW has it's T4 to cover a decent area of the map as well.
That in total makes planes with same stats and costs perform worse for Allies than Axis, and it also hurts the P47. If one of two planes of your 240 mun AT ability get taken out before they can do much because of 120 mun worth of AI pintles, there's something wrong. |
Problem is also that Axis have way more AA on the field than Allies.
Every pintle MG can take down a plane, two tanks with pintle MGs are a decently reliable AA combination. Even a 222 that survived the early game will take down planes for you, there's actually not too much need for an Ostwind to do so.
Allies don't have pintle MGs. There are few AA units besides the dedicated ones. I think only the UKF UC with Bren upgrade can fire at planes and I've seen my UC take down enemy planes, but it's suboptimal since it's not turreted.
This in general makes Allied planes last not as long and therefore effectively worth much less. |
If you actually read my response, you see I refer to free being no teching involved as you stated yourself, thus shock troops have free nades too. Don't come here and ramble on to me about trolling when I replied fully to your comment.
You're missing the point. I fully understood your comment. You know, you could have asked for what exactly he meant with "free" or just accept the fact that a probably new player was not super specific in his wording. You also did not adress his question with a single serious word. Just mockery.
You know, you could have been helpful instead.
Disappointing.
Now, before this gets further derailed, let's get back to topic. Write me a PM if you really want to drag this on further. |
Panzer tact and button are both doctrinal...?
I wanted to make the point that Panzer tac-Button is not comparable to Faust-UC repair |
I also thought about that.
I think just reducing their MP cost is fine.
They're very cost effective vs OST nevertheless, because OST has problems to deal with close range camo units, OKW not so much. Absolutely no squad costs more than 400 MP anymore since Rangers (and much earlier Obersoldaten) got a reduction.
Something between 300-330 MP should be fine, so the total cost does not exceed 400 MP |
The double edge sword with Panzer tactician is that you cannot control the where the smoke will disperse. The Allied tanks can simply smoke to any direction they like which can be helpful for aggressive pushes.
Well, it will disperse right on the vehicle? Maybe a meter or so away from it? There's no need to control it, as it's intention is to be used on the defense when you need to retreat a vehicle in danger. |
And you only have an mg, that is not supported by other units? Ah so no tech grenades are "free" now? Great, then shock trooper grenades are free too? Good!
If you thought about it for just one second, you might have found out that the "free grenades" was meant as "no tech". I assume that was too much to ask from you. Better start trolling new forum members and then make lopsided comparisons. Great stuff mate. I'll remind you of that next time you complain about the CoH2 player base being too small.
Seriously, how do you beat this as USF? They tear up rifles, they run straight through HMGs, they get free grenades. I can't see a way to beat a half competent Ost player that uses them.
Alright, on a serious note:
I've also had problems as USF against this tactic. not sure what the best thing to do is. AA Halftrack maybe if you make it that far probably. Haven't tried an early BAR upgrade yet, could be a decent idea as well.
Mortar or other indirect won't help you much. MGs only in small corridors. And I think you mostly have to ignore the CQC parts of the map until the mid game. USF is a tough one against Assault Grenadiere, but maybe the balancing of the next patch might change a bit here. |