i was going to say that y totally agree with you. but then i realized you where not talking about the forum. so.......
no i disagree, people go for unbalanced strategies to win. is not like wining = fun since i like even match's (one of the reasons i stopped playing dota2 was because matches where one sided stomps 100% of the time).
but because knowing or not knowing the imbalanced strategies work. if you see your flame ht getting rid of infantry very efficiently you will use him more and more. its just logic. and that does not make you an asshole.
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Post History of undostrescuatro
Thread: only assholes in the coh2 community ?4 Jul 2013, 17:14 PM
In: COH2 Gameplay |
Thread: Red Army Artillery build4 Jul 2013, 17:03 PM
i don't approve much of non combined arms army. but i can do wonders with early setup teams. i only bring the infantry later to deal with light cars and tanks. and gees some one here seems to be having a bad day, everyday.... |
Thread: How to use Su-854 Jul 2013, 16:55 PM
if you know how to drive them in reverse they become true tank assassins. but then again it requires skill with the u key and looking back and fort |
Thread: Junk4 Jul 2013, 16:50 PM
the problem is that setup teams are less manipulable than normal infantry and they still count up your population. leaving you with a less variable army. i only pick them when i really need them. but having an early at you don't, or picking an mg when you don't have one and the infantry is coming is good. but don't pick them all you don't want to end up with an unbalanced army. |
Thread: PanzerGrenadiers4 Jul 2013, 16:47 PM
hmm when those things happen to me i usualy spam mgs, make an at or an unit with a barrage ability like the tank that goes with the su 85 and barrage the hell out of the infantry. penal battalions to trow satchel and keep my su 85 at the back since i will only fight infantry. |
Thread: Med Bunker4 Jul 2013, 16:41 PM
some times is better to save the money. so don't do it early game. i have also been thinking of putting them behind barriers (rocks trees. so the infantry can hold a place for long because they are being healed as they fight. but i am waiting for the improved bunker perk. i take my time with those achievements. |
Thread: too much info in the login(this account does not exist.)4 Jul 2013, 16:13 PM
i was just logging in to coh2 and i had typed wrongly my username and i see this message pop up "this account does not exist". i think that a message indicating the existence or non existence of usernames open up doors for hacking. and its considered a bad practice in programming. i think that information should not be so readily available. and besides i found it useless as the message appeared after i had typed my password and pressed enter. so i get the message twice. a simple your username and password does not match would be better and more secure than "this account does not exist". this is just an observation that i want to point out. nothing more. have fun lads. In: Site Feedback |
Thread: COunter to Sniper spam/Clown Car Sniper2 Jul 2013, 15:46 PM
i also like t1 and here is what i do. might sound dumb but try to hold. get your greens harazing the cars so they keep them busy moving up and down you will loose some units but it has been a ok in my matches (just make sure the sniper fires on the move to get the miss chance). my t1 is usualy 2 hmg 2 greens 1 mortar. then t2 when in t2 make sure to build 2 scout cars. make sure the first is upgraded and waits for the second (un upgraded). then build a halftrack. when the 2 scout cars are done. and if he has 3 snipers thinking that he is getting you. hell get a nice surprise. prepare an atack and suppress his conscrips replace your hmg and greens looses with the halftrack. when the clown cars pop up. you send your 2 scout cars to decimate. the clowns. when they are destroyed he'll retreat his snipers. and you will folow to the hq with 2 scout cars you can get rid of the snipers in the hq while his conscrip is suppresed in the front, so no problems for at nades. this will teach him a lesson of not building snipers against you for the whole match. |
Thread: jaeger infantry commander viability?2 Jul 2013, 15:31 PM
you dont have to give camo to all your units. unless you are floating in munitions. here are the uses of the jaeger comand skill. camo. grenadiers with cammo are good for scouting make them so that they dont shoot. leaving your squishy sniper back. while they hang in the front of your hmg or at. and if a tank or a car comes. surprize panzer out of camo the soon to be dead vehicle. a camo hmg is a very hard to kill hmg. camo panzer grenadiers are very good for ambushes. the g43 is a beast in my opinion. (not counting that i like the sound) it is also very good with your grenadiers giving them a higer damage and a nice skill to interrogate fallen enemies. G43 make Grens say, indeed. the tactical movement can help move your troops back and forth from the hq or make a sprint for an assault. the arty skills are pretty self explanatory. now in game this is how i implement it. frist i beging with the asortment of suport weapons hmgs mortars. then come the infantry. i give my greens (usualy 2) both hmg and g42 upgrades. then build panzer grenadiers and give them camo. in combat i use the greens attack move comand while i micro the panzergrenadiers. for the close combat. the damage the greens deal when stationary is a great complement of the damage+disrruption the pgrenadiers do. by that time i should have won most of the early engagements and control of the map. if you havent. then you are doing it wrong. the end game goal is to have vet grenadiers suporting your tanks. and then win. my main use of cammo is scouting. for my hmg and AT nothing beats them if you have time ahead and you know whats coming. |
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