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"Axis can STALL2WIN to get to that late game, there is really no hope for USF competitively short of getting the best side of the best USF maps and being an order of magnitude better than your opponent." - SageOfTheSix, after losing to Jesulin's Ostheer on Semoskiy Winter
"Axis can STALL2WIN to get to that late game, there is really no hope for USF competitively short of getting the best side of the best USF maps and being an order of magnitude better than your opponent." - SageOfTheSix, after losing to Jesulin's Ostheer on Semoskiy Winter
Post History of Ginnungagap
Thread: My Official Introduction to the COH2.ORG Forums21 Jul 2014, 19:33 PM
Hello Tom. In: New Members |
Thread: USA - Weaksauce late game?21 Jul 2014, 16:34 PM
You are right on the Bazookas, they are only useful against light vehicles and that's it. The US AT gun however is better than it gets credit for. With vet and a little bit munitions (which you should have enough as USA) it destroys even heavy tanks at 70 range rather consistent. But again, this unit needs more micro to be efficient than any other AT gun. The gun on itself is strong enough, the problem lies more in the lack of a reliable vehicle snare: AT rifle nades can't hit moving targets, mines are doctrinal and the stuart dies in two shots and must penetrate/get close to stun/disable vehicles.
That's horrifying. In: COH2 Balance |
Thread: USA - Weaksauce late game?21 Jul 2014, 15:15 PM
So, the general consensus is the USA has a weak late game, more so in team games. After playing them a good amount mostly in 2v2, i would almost dare to say they don't. And this is mainly because of these units: Paratroopers with 1919s. Think of them as 6 men Obersoldaten - with vet3 they dish out insane amounts of damage over long range and can also fire on the move, but better survivabilty to explosions (6 men) and much cheaper to reinforce. They are definitely leages ahead than any infantry the Wehrmacht has to offer. Rilfes with double 1919s perform similar, and are also super good. (Maybe too good, the 1919 needs to be looked at) M8A1 Howitzer. I haven't seen any OP threads about this vehicle yet, but i kinda expect it over time. It's like a SU76, but better in almost every way. -the autofire actually murders infantry and has also 60 range -it can fire indirect -turret, better mobility -smoke with vet -crew can repair itself, other tanks and can cap -barrage is more or less the same, perfect against MGs and PAKs -only costs 5 more fuel With proper micro, this unit can deal safely with the fearful Volksgrenadier-Schreck-blob better than the Sherman. M36. A fast turreted tank destroyer with 60 range that can penetrate everything with the vet ability. Nothing new to say there. These three units alone, coupled with a forward retreat point and healing, can deal with almost anything that the OKW or Wehrmacht late game has to offer. They are only a few exceptions, the Jagdtiger and Walking stuka can cause problems that can be hard to overcome in my experience. But still, i feel the USA late game is strong in the right hands. And that's the only real downside: It's considerably harder to micro multiple vehicles that die in 2-3 shots. The M8A1 and M36 have to been babysitted at all times and must kept constantly at range against any AT units. One late reverse move and you are guaranteed to lose a unit. In other words: Playing other factions, i feel i can play them to about 90% efficiency on a good day. Playing USA however, i can only play them at about 60% efficiency - there's just so much to do, microing tank crews, positioning the ambulance truck and time the healing and so on... i know there is always one thing that can be microed better. I'm not a high APM player, that's exactly why i play CoH2, but i can see the (late game) potential that the USA has. I would say it doesn't lack powerful units, rather the players lack the ability and perseverance to use them to the fullest. In: COH2 Balance |
Thread: [2v2 vs Sov] When to get a Püppchen?21 Jul 2014, 01:53 AM
You could try to scout the enemy base with the sWS and see if they got T1 up. Otherwise i would wait with the Püppchen until you hear or see the M3. In: OKW Strategies |
Thread: Lümmel's World War 2 museum!20 Jul 2014, 19:19 PM
Pretty cool, was planning to go there myself. They still have the King Tiger and Jagdpanther there, right? Eagerly awaiting some pics! In: The Library |
Thread: Storm That Position! OKW Build Order20 Jul 2014, 03:12 AM
Nice write-up, sounds solid. In: OKW Strategies |
Thread: Yet Another Commander and Bulletin thread19 Jul 2014, 14:33 PM
since this forum is all about complaining about the war spoil and commander system recently, i make yet another post about that stuff: Hmmm. Most of the lower players i encountered tend to overlook their own lack of ability and like to blame something else first for their loss. These kind of people don't know how, can't or want to improve their skill. We can agree on that. But now let me spread some toxic: what wins you games? i tell you: mind, strategy and tactics. the commanders are neither pay2win nor an i-win button. i play this ghame since beta and tackled a lot of stuff (e.g. the pio-terminator phase), however ive NEVER seen ANY commander i couldnt beat with some thinking.That's not true. With equal players, the Tiger ace -in its former glory- will always give you an edge. Sure it's beatable if your opponent is much worse than you. But no amount of thinking will prevail against a competent player. the bulletins barely make any difference. why is everyone so keen on them? The only bulletin that mattered was the broken 10% suppression on the MG42. And it mattered a lot. the forum reactions however show me how superficial people are. complaining that you have to gind...i mean wtf... nobody forces you to grind... try to get more used to the core mechanics and improve your macro and build orders. Or you can drive a WC51 with rifles and kill/force every OKW unit off the field in the first minutes, and one-shot basebuildings with the 155mm artillery later on (pre-patch). Or you can get vet2 rifles without any additional cost. If you got the commander, of course. The bottom line is: Some things give you an unfair (dis-)advantage. The necessity to have better "core mechanics" and macro than the opponent is exactly that. In: COH2 Gameplay |
Thread: The infamous T/34 spam....8 Jul 2014, 23:10 PM
T/34's need an increase in fuel cost and a decrease in turrent rotation. The only thing the OKW has to attempt to stop this spam is a panther which cost 175 fuel and more man power. And some of you might say 'what about the (i forgot the name) tank that you can build in the health headquarters? One that is 135 fuel, two it doesn't have an independent turrent so people just go around them and is annoying as fuck, and lastly it has same amount of armor. Overpriced compared to a T/34. I don't get T/34 spammed by myself, it happens in 2v2, 3v3, and 4v4 maatches. (I also keep my flank under control so no it isn't my tactics) In: COH2 Balance |
Thread: KV-8 40% damage nerf?8 Jul 2014, 22:02 PM
lol In: COH2 Balance |
Thread: US mortar halftrack8 Jul 2014, 16:57 PM
I remember one match where i shelled the OKW with the mortar HT for a good portion of the match. It got one kill and i never bothered to buy it again. In: COH2 Balance |
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