One of the most popular maps in CoH1 was The Scheldt.
One of the most loathed maps in CoH1 was The Scheldt.
Haters gonna hate.
Profile of ZombiFrancis
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Post History of ZombiFrancis
Thread: Map Pool Update23 Oct 2018, 00:42 AM
Thread: Help Me Understand Model vs Health Loss16 Oct 2018, 16:48 PM
You sure don't. This is why it is wise to get healing up. It is so incredibly important for factions to have ready access to healing, and this dynamic amplifies that importance.
Thread: Help Me Understand Model vs Health Loss16 Oct 2018, 16:18 PM
16 Oct 2018, 16:11 PMsluzbenik
I know, but it's just less intuitive than ever, I've been playing since beta.
In the old days the gren squad could've likely been wiped in a molotov at full health. Flame crits were crazy back then and IIRC could instagib full health models.
Didn't a more recent patch change how molotovs dealt damage? More up front blast damage, less residual fire? That may have been a test patch and may not have made it to final though... It's gotten confusing to know whats in live anymore.
Thread: Help Me Understand Model vs Health Loss16 Oct 2018, 16:16 PM
Individual model health is not displayed in infantry squads.
A half health grenadier squad could indicate all 4 members are at half health, or that two members have 1 hp (from say, running through white phos) and the other members are at or nearly full health.
Depending on the spread of the squad and the damage being dealt to them, this can result in suddenly losing a ton of models (finishing off hurt models) or taking a huge amount of damage (damaging healthy models.)
The less models in the squad, the less potential targets, which translates to more focus firing.
Six penal battalion models firing on 4 half health gren models will spread damage out, especially if they're sitting in cover. Six penal battalion models firing on 1 full health gren model will drop poor dietrich in nothing flat.
Conversely, a high health model may survive the brunt of a flamethrower or grenade/mortar blast and survive while their hurt squad members feed their xp to the enemy.
Thread: OKW15 Oct 2018, 18:36 PM
15 Oct 2018, 17:58 PMRosbone
Got the soviets and americans backwards. Us yanks didn't enter the war until Japan attacked in winter 1941. Germany invaded the Soviets in summer 1941.
That said, your advice otherwise checks out for a newcomer to the game. Sturm pioneers are a tough starting unit to adapt to dealing with. They require utilizing mechanics like cover, garrisons, and positioning. And those things take time to feel out.
In: COH2 Balance
Thread: How to counter heavy OKW blobs (or blobs in general)13 Oct 2018, 01:58 AM
I am sorry I didn't get to the replay until now.
So, the main thing is CoH2 is a race for resources, and your team fell flat right out the gate.
The first 30 seconds of the game are some of the most important seconds of the game. Your CEs didn't move for 20 seconds. Start your build quick. I know wait times are long as hell, so it's easy to get distracted, but that delay can sometimes cost you games. It's the difference between having your cons capping a point behind sandbag cover, or having to charge an open field against a sturmpio squad that's already there.
Your CEs did take an absurd amount of damage off the bat from green cover against those sturm pios. That was definitely a bad dice roll.
Standard territory point resources add up. Never neglect them. Quite frankly, only in 4v4s is it ever worth skipping territory to capture key sectors.
Your team got it's first connected resources at 1:45. You were cut off less than a minute later. Axis had +52 muni +32 fuel income at minute 3. The sheer disadvantage you had yourself in by minute 3 made any hope of success in that game quite bleak. You barely retook resources by the time your opponents had a mech truck up.
Don't fight superior numbers of enemy units who are also in superior cover. There's no point to the manpower loss unless you are buying crucial time to de/cap a VP in clutch moments of the game. You're bleeding manpower and feeding vet unnecessarily.
While your HMGs were behind your conscripts, they were WAY behind your conscripts. Even though they've been stupid nerfed, they still have to be treated more or less like an infantry squad. They're much less fire-and-forget like the other HMGs. They are better suited moving with your army, rather than holding back covering a point. They're too easily flanked or overrun on their own.
The initial AT nade on that luchs was great. The charging across red cover to try for more AT nades was not. Had that ZiS been there initially you would've been set. But again, your team was so far behind on resources at this point it was going to be very hard to be prepared for whatever Axis was going to rush on you. When your team is that far behind, the only thing you can do is capitalize on your opponent's missteps and/or hubris, more than anything else.
Only the one player was really egregious with his blobbing. Your team actually handled the blob itself rather well. If his ally hadn't been supporting the blob so well, you guys may have actually been able to claw back had your opponents not been floating hundreds of munis and thousands of MP.
I'd recommend turning on player colors if you don't already so you can distinguish between your opponents. It can be very useful to know when you or your ally is being double teamed. Otherwise the endless swarm of red volks can seem overwhelming.
Thread: How to counter heavy OKW blobs (or blobs in general)10 Oct 2018, 19:58 PM
Cons? Against OKW and stg volks? So soviets then.
Unless you're massing PPSH that's a losing fight. Try penals and/or guards. Generally speaking cons are for ostheer using grens.
Mines unfortunately aren't great vs blobs. They can protect flanks, but since they are artificially capped at only hurting 2 models blobs can just tromp right through them with minimal losses.
And unfortunately further, maxims were rather over nerfed since no one could agree on how to balance them.
But that said ill try to watch the replay this evening to see if anything else stands out.
Thread: How to counter heavy OKW blobs (or blobs in general)10 Oct 2018, 19:35 PM
Use HMGS to cover your front line, not be the front line.
That's my general pre-game-analysis advice.
Thread: What is your Problem with Balance??10 Oct 2018, 18:01 PM
My problem with balance discussions is that they mostly serve as a distraction from focusing on fixing bugs and improving the tools and assets available to the community for user generated content.
I've said it many times over the years:trying to achieve balance with a broken set of scales is a fools errand. There are overall design and game mechanic flaws that have never been addressed, and likely never will.
Thread: Rifle Company Abilties should be consolidated6 Oct 2018, 00:47 AM
5 Oct 2018, 10:02 AMTheGentlemenTroll
Rather frustrating that, innit?
With the Jackson being able to tank as a tank destroyer, there aren't a whole lot of roles left for USF tanks. Due to the Jackson there's really only anti-infantry duty (Scott, HE Sherman), an even higher degree of durability (Pershing), or being cheap/expendable in relation to axis units (M10). (And unfortunately the M10 is now 'too little, too late' to even fill that role well.) I find that for any USF commander you either want SP Artillery (Calliope or Priest) or a Pershing to support your roster lategame. Everything else in the doctrines are just for shits and giggles. Also, Jacksons and Scotts are still just as sick of a duo as they've ever been. Everyone talks Jacksons and Shermans but the Scott is a goddamned indirect fire sniper.
Ultimately I wish the EZ8 weren't a separate model from the stock sherman. It'd be great if the EZ8 were an upgrade rather than a unit. Either a global one like the CoH1 76mm upgrade, or as an individual 'upgun'. You know, trade in shell switching for a more accurate (model sniping) gun with better penetration, but little to no AoE.
It could even find a home in a variety of commanders or actually be a stock upgrade.
In: COH2 Balance
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