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Thread: ISU-152 in 1v1: Thoughts?19 Aug 2013, 01:01 AM
yeah I think you guys are probably right, tweak su85 and buff tiger/is2 In: COH2 Balance |
Thread: G43/LMG upgrades18 Aug 2013, 19:13 PM
since all grens can use LMGs by default, theres really no reason to use this doctrine. and I really wanted to like it too, but I just cant find a reason to use this commander |
Thread: Super Grens18 Aug 2013, 19:12 PM
t70 rush will end the game as soon as it hits the field unless you somehow munis and good luck with a mine but then hell just build another 0.o |
Thread: counter agains soviet heavy mortars18 Aug 2013, 19:09 PM
use your own mortar squad with micro to counterfire his crew (by manually targeting with either barrage or attack ground, not the counterfire ability). Make sure to relocate often. When he fires you can see what direction his 120 is facing so you can guess who he is firing at (ie. a squad that just newly started capturing one of his points is a good bet). I regularly shift my capping squads to the opposite side of the point after I start if I suspect the enemy will barrage me. If the mortar is unsupport, run any kind of vehicle or squad up behind it (or a halftrack with pgrens/flamers ) and go to town. If nothing else it will have to retreat and buy you freedom of maneuverEDIT: Actually I have a replay for you. I just posted it and forgot all about it hurrrdurr In this replay my vet3 82mm regularly decrews and kills 2 hostile 120s and ends up with like 30 kills? Its a close game too so its not a best case scenario... 82s killing 120 is definitely possible http://www.coh2.org/replays/6971/explosive-slugfest |
Thread: Explosive Slugfest18 Aug 2013, 19:01 PM
thanks to angeR for the intense match! Not a huge fan of coh2 langreskaya because the map balance isn't right (top vs bottom cutoffs for example), but this turned out to be a very intense match that turned the middle into a no-mans land...exactly what langres should be In: Replays |
Thread: ISU-152 in 1v1: Thoughts?18 Aug 2013, 17:10 PM
at least one panther can short that out, if you made a perfect sneak attack, all your rounds will penetrate the isu152, and the isu152 has a slow reload time. that thing was a beast in real life, it might as well be a beast in the game as well. how often do germans go t4 in a 1v1? about perfect sneak attacks... it will keep its distance. you cant balance on perfect case what-ifs anyway. and besides we all know we dont balance units in game off of whether we like them IRL ![]() In: COH2 Balance |
Thread: ISU-152 in 1v1: Thoughts?18 Aug 2013, 15:56 PM
The ISU-152 call-in is a beast and although it doesnt get brought up as much as su85s on the forums, I'm tempted to say its a bit too strong and I would like to start a discussion on it. In a nutshell the tank has the range of a tank destroyer, shells that can gib german squads in one hit or otherwise force a new squad to retreat every shot, wrecks ostheer tanks/vehicles, is accurate, and has heavy armor to boot. I think a good case in point was the last round of the TFN langreskaya tourney where the german player had full map control, magic isu-152 comes out and his entire army is wrecked in about 2 mins by a single vehicle. I don't like the idea that someone who has outplayed another during the match gets completely overturned by a single tank. Its somewhat the nature of the heavy call-in design in coh2, but Tigers, elefants, is2s all require more combined arms to work... the isu152 just destroys anything it looks at. What do you guys think of the isu152's current balance and role in the game at this time? In: COH2 Balance |
Thread: Too many players left...18 Aug 2013, 15:48 PM
I think relic's careful approach to game balance is admirable, but right now its just going altogether too slow. There are a number of minor fixes they could patch now that would go a long way to improving gameplay and the competitive scene that the community is generally in agreement on. I don't think it should have taken a month to fix HTD and strafe for example. $60 for the game at this point is too much, it needs to drop $20 ASAP. Relic is hurting financially because of the all the issues during development so they probably wouldnt drop the price yet, but this game needs an infusion of fresh players + some balance changes to retain them. A small percentage of those new players will stick around in the 1v1 competitive scene instead of getting to mission 2 on the campaign and quitting to go play 4v4 comp stomps, but the community is small enough that ANY new players is a good thing. COH2 isnt SC2 or Skyrim that is selling enough copies to stay at the $60 price point for years. In: COH2 Gameplay |
Thread: How to deal with supported KV8 in 1v1?18 Aug 2013, 15:40 PM
@Immortal: you forgot to mention when going T4 how great the Brummbar is for its price (I honestly think the KV8 is better than it, which just adds insult to injury). I honestly forgot the brummbar is even in the game Regarding mines, the easiest usage is to place them on road intersections where you know vehicle pathing will generally take it because the units prefer the fastest/shortest route. so in the middle of langreskaya, a couple mines on the center of the roads at the intersections will hit vehicles most games. Just place them when your enemy doesnt have vision on the area where you are planting them. You can also stick an infantry squad on the other side of the mines and encourage an AI vehicle to rush straight at them... onto the mine. My mindset with mines is that you should be alternating them with other munitions buys as ostheers throughout the game and replacing ones that get lost since most people assume that once a mine blows, that road is clear. If your enemy starts clearing them with engineers, then use your munis for something else In: COH2 Balance |
Thread: How to Improve Coh2 Fast, in 3 Simple Steps18 Aug 2013, 15:35 PM
HTD is a failed system that's only purpose is to negate the need to find cover. I know its not a thread about this ability but it does show a bit of the mindset relic has at the moment. If they ever really went back to a cover heavy system like vcoh, they need to remove or rework this ability to find a better way for conscripts to scale edit: stupidest thing in the world to oorah a conscript squad up to someones cutoff 2 feet from an enemy squad in cover, HTD, molotov and decap the point while HTD. running straight at someone, great micro/gameplay In: COH2 Gameplay |
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) and go to town. If nothing else it will have to retreat and buy you freedom of maneuver

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