I've had a fair amount of these situations since the beta rolled out whilst using HMG's in cover :
Don't get me wrong, I like the new mechanic, but it has adversely affected the performance of HMG's in two ways.
1. Squads use cover better, thus harder to suppress. I have no issue with this at all to be fair.
2. HMG's clump up whilst using cover like most units, except unlike other units, they can't dodge nades. So if anything makes it into nade range, your HMG is kaput! Leads to a funny situation, where your probably better off not using cover with your HMG's as they'll stand a a better chance in the open and not clumped up.
I guess you could say support your HMG's better and make sure nothing makes it into nade range, but i'd say in practice that is map dependent and much harder to do in practice, take for example rifle nades, good luck stopping them, or in the case of the MG42, before it hits vet 2, you don't even need to flank it or use smoke, simply run two squads separated apart, the gun can't traverse fast enough to stop both squads.
If possible, i'd like to see HMG's use of cover adjusted next patch so they use it more intelligently. Otherwise, your better off in buildings or out in the open, which is an odd mechanic. Edit: Or just using mainline infantry instead of combined arms, which many already do.
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Thread: HMG Balance & New Cover System2 Nov 2014, 15:39 PM
In: COH2 Balance |
Thread: Russian Double Sniper + Guards1 Nov 2014, 23:25 PM
2 Sniper/Guard builds by their nature have to stay compact, which concedes map control on most maps. Simply don't run into the meatgrinder and cap around them with lots of grens and quick tech. Edit: It is much worse in team games then 1's to face, as partner can cover for the sniper build. In 1's, the soviet player is giving up things to have that cost efficient force. In: COH2 Balance |
Thread: Russian Double Sniper + Guards1 Nov 2014, 22:59 PM
I'm sure a quick google search should bring up some good advice as a few people have asked this before In short, 3 viable options imo are: 1. Gren spam and cap the map fast, quicktech to Ostwind/P4. 2. Counter snipe, use Green cover so you cloak faster then the soviets can aim with their own snipers. This option is tricky and requires good micro. 3. Mortar Halftrack. Option 1 is the safest and most reliable imho. In: COH2 Balance |
Thread: Ost Sniper Tactics With Videos31 Oct 2014, 17:19 PM
Killing an individual modal only really works against HMG squads due to the machine gunner positioning at the front of a unit, you simply stay at max range, so he is the only modal of that unit in your firing range. The sniper has a handy firing range circle that shows you his max range when selected. Note, due to the snipers line of sight, you'll need a spotter or LOS of some form as the Sniper has less LOS then he does range of fire. |
Thread: New infantry grouping31 Oct 2014, 17:12 PM
New cover mechanic works very well with the doctrinal Ostheer Camo, much easier to use now, even with HMG's. Lots of sneaky and creative play potential, e.g. a Vet 1 MG42 with camo and incendiary rounds will counter light vehicles if you can bait them in. In: COH2 Balance |
Thread: Ost Sniper Tactics With Videos31 Oct 2014, 14:38 PM
Not to be confused with this lot who stole our flag CI |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 14:35 PM
Cool, i'll certainly give it a shot. A steam group for the mod might be handy as well. In: Lobby |
Thread: Ost Sniper Tactics With Videos30 Oct 2014, 03:56 AM
I thought it may be helpful to others to share some thoughts of mine on my admittedly favorite unit in the game, the sharpshooter, which has received an indirect buff in the new patch, so it seemed like an apt time to throw something up. In the Beta, I found the snipers performance had increased, due to the cover changes. I'll expand upon this shortly. Taken from the COH2 German Unit Guide, the Ostheer sniper is a "Single sniper who kills in one shot from long range. Will camouflage while in cover. Useful for taking out weapon teams and supporting infantry. Fires faster and camouflages quicker than the Soviet sniper. Very fragile and must be kept safe. Production cost: 360 manpower Population cap: 9" Fitting the Sniper into your build Against USF, going early sniper is not a great idea. It is a mid game unit due to the USF access to an early vehicle and free officer unit as part of their tech. You can't hold the territory vs early USF with a sniper, simple as. You need a solid t1 force of 4 or 5 units and a PAK or 222 before getting a sniper. Vs the Soviets, you should check their base early on to see if they are going T1. If so, don't risk an early sniper due to the risk of an early vehicle. A handy way of checking a soviets players tech choice is described by Ciez here: http://www.youtube.com/watch?v=ZcAboXwR7s0&t=1m5s. Even still, I suggest you start with a more traditional 4-5 unit tier one, tech and then get a sniper. The reason for this, is that going an early sniper means you naturally sacrifice territory, and in COH2, even the territory points provide both forms of resources, roughly 1 munition point is worth 3 manpower, and 1 fuel is worth 5 manpower as I understand it. Thus going a sold t1 is the norm for most people. , the manpower drain a sniper causes is imo not worth the map you sacrifice early on and the vulnerability of your build to an early light vehicle. Getting the most out of your sharpshooter Nothing too complicated, control group him to a hotkey, keep'em at the back and use cover, blast away at units not in buildings preferably and watch your flanks using your front-line squads. I like to shoot and scoot from cover to cover if your opponent is advancing on your position as the Ostheer sniper is effectively a gren with camo, so vulnerable to getting killed by pretty much anything. It ain't rocket science for sure. One thing to keep in mind, is that in COH2, the sniper when selected will have a shooting range radius on the screen which is very helpful. A handy trick is that you can effectively select a modal to kill on HMG squads by staying at max range so only the gunner is in your range radius as they are always at the front of the squad. Will pretty much nullify a HMG if you micro the situation correctly. The difference between the Ostheer sniper and Soviet imo is that the Ostheer one has better offensive abilities and gains his defensive protections through vet (better cloak), whilst the Soviets get a out of jail card with sprint at vet 1. The big change this patch that buffs the Ostheer sniper, is the cover mechanic change, meaning units are clumping up better into cover. The sniper has a perfect counter to units in cover that can't be dodged. His vet 1 ability, Incendiary shot, costs 45 munitions, guarantees one kill and causes AOE damage, whilst also stunning the enemy squad for a few seconds. Additionally it ignores the snipers cooldown after a shot, so can be used directly after you fire a normal shot. You can use this underused ability offensively, or defensively to gain vet fast, and a vetted Ostheer Sniper is a high micro, high reward unit. Using Incendiary Shot Offensively Simple, use it like a rifle nade that costs 15 munitions more, but can't be dodged and stuns the enemy. I.e. target clumped up units, which most commonly occurs when a squad enters cover. If two enemy squads are close together, pick a modal in the midst of them both. Really juicy targets especially, are squads carrying a flamer, as you get a chance of taking the flamer out and causing additional damage/squad wipes. Enemy sniper squads clearly are a prime target as well. See an example here: http://www.youtube.com/watch?v=K2bHZQ2hGE0&t=22m39s Using Incendiary Shot Defensively Again, nothing too complicated here, use it on an opponents key squad/flanker to take them out of action for a few seconds, giving you time to respond/retreat. Additionally, one that is relatively unknown, is that the incendiary shot causes some damage to light vehicles, it will take about 25% the health of an M3 for example. Rare enough that you will ever use it vs one, but worth noting anyways as a tool in your box of tricks. See example of using the incendiary shot defensively here: http://www.youtube.com/watch?v=K2bHZQ2hGE0&t=18m3s In Conclusion, give him a shot! I hope this thread is a wee bit helpful and encouraging for other players to give the Ostheer sniper a 2nd shot, I firmly believe that with the new cover mechanics this patch, he has become more effective and is worth the micro hassle for the rewards you get. The sniper is a strong support unit and I have used him against numerous good opponents in the beta for the last week. Yes it is frustrating how fragile he is and how much cotton wool protection you have to provide, but he can fulfill a role to support your front line units (Grens/PGrens/Ostruppen etc) and cause economic damage to your opponent if well handled. Thanks for reading |
Thread: Help vs USF ,,,this is just ridiculous29 Oct 2014, 20:00 PM
I pretty much wing it most games with a loose game plan as I like to try out a variety of units/strats. 99% of the time i'll incorporate support weapons into a build as combined arms is the reason I find Ostheer the most fun faction to play But saying that, heavy gren builds, into t2 stuff and waiting for call in's, particularly the tiger, whilst not original at all and pretty boring to play, is effective imho. It is simple enough that you can concentrate on your capping orders and positioning+mining, the rest is down to your micro. Against rilfes, I feel Grens are pretty equal these days in the early game if you play it right, it is more a map dependent thing then a unit balance, as some maps favour short engagements (Rifles), others long range (Grens). Still, stick to cover, get in the important buildings 1st and keep compact, you'll do okay. As an aside, veto as many bad Ostheer maps as you can, Semoskiy winter for example is pretty hard as Ostheer. Edit: I should add, that you don't have to take that build too literally. For example, on Crossing the Woods, 4 grens, 2 HMGS, 2 Paks and a halftrack into tiger is a pretty solid build. Each map has their own quirks, but 5 grens into some t2 stuff and Tiger would also work on Crossing the woods. It might be best to learn one build pretty well and then start incorporating new stuff, which is where the solid gren spam into t2 into tiger is a decent starting point if your having issues. |
Thread: Help vs USF ,,,this is just ridiculous29 Oct 2014, 18:38 PM
Bars change may affect this adversely, but generally speaking, Gren spam (5x), PAK and tellers with a side order (say pick 2 units of the following) of Pgren/Sniper/Halftrack into a Tiger or Pumas call in's depending on doctrine choice will do a fine job vs most USF players. Otherwise Panther can work, although you'd want to drop a mid game unit (sniper/Pgren) to account for the additional tech cost. Most USF players will go lieutenant vs Ostheer, so spending your 1st 100 munitions on tellers in key positions ain't the worst idea. Positioning as Ostheer is probably the most important thing, so learning good capping orders for each map is vital and staying compact. Hope that helps |
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