Bro, I think you could have closed left side of map out in the first 7-8 minutes. I watched with fog of war on to get a sense of what your battlefield knowledge was but I do get some spectator info so some info might be a bit harsh.
I like/love the double MG/double pio opening it worked fairly well especially on that side of the map. If USF has to make a mortar even better as you can have an infantry advantage. The issue that arises is your lack of commitment, your LV into flamer was a great choice was expecting a great push.
But you hid behind the fences driving back and forth, I think you were attempting to attack ground or scared of a snare? Either way you should have burst thru that fence like the Kool-aid man and handed out flames to everyone. You need to get as much ROI as possible since both sides have guaranteed fuel shortening your LV window.
The situation was multiple Paths and 1 Rifle man a few MGs at best. Take the snare if it comes and reverse your way behind buildings to protect yourself from MG. Repair and push again. They were not going to be able to kill it as it would take what 3-4 snares or AT rounds which would necessitate a reload allowing you to get away. So at WORST you take a snare and back up to safety, at best you catch the Allied Player who only had Paths and you force a mass retreat allowing you and teammate to push further up.
For this map I am not 100% double flames would have been better as a AAHT could have really messed you up as pathfinding multiple LV between building can lead to rage inducing moments.
Back to your STRAT, you took way to long to build PG, you need to pop them out as fast as possible as maintaining pressure is paramount while getting as much VET early for your PG is needed. PGs with Vet1 alongside flamers would have bullied what was around while giving USF players pause due to the possibility of Shreks to counter LV.
I think you did a great job placing schu mines, keep it up as it is really unexpected for most players.
As an allied main, you going for a Panther was a win. Your panther ain't doing shit to anything but tanks. If you find yourself in a similar situation again try going for Brumbar first, maybe even 2. Lack of snares allow you to be a bit aggressive with targeting and a bit forgiving if you are out of position you just need to use the reverse button more. I think with how much they were blobbing you wouldn't need to hold fire and just try to get to VET2 as fast as possible. Also due to low USF armor Brum can fight back meaning USF has to worry about possible snare if you do make grens.
The other reason I say to go for Brums is werfers can be quite inconsistent on this map on both sides. On the city side if you are to close to a building your gonna hit it like you did in the game while your targets can hug close to a building and protect themselves from you. Its can be even worse on the forest side as the trees are indestructible.
Lastly, why didn't you upgrade MG on your Panthers? Only one of your teammates had AA, so give him a bit of help while also boosting your AI.
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Thread: Can I get some advice? Trouble fighting 4x USF Airborne.3 Oct 2022, 14:51 PM
In: Replays |
Thread: Had a good back and forth using AssGuards3 Oct 2022, 13:22 PM
Usually when I have a good game with Anti-Infantry tactics its due to snowballing. The commander doesn't really have a way to get you back in the game, this one was a bit different. I had a bad start lost engi and scout car early and didn't get anything in return. Slowed down used sniper in conjuction with brit MG and inf to quickly rack up kills. We slowly got back on track and got our mediums out first, had some good engagements and kept pressure up. Axis due great job of swapping sided and doubling where ever they attack, however we end up having them on the ropes and disaster strikes. I think brit player mis-clicked and accidently sent fireflies/churchill to center and loses both fireflies and some infantry. Axis seize momentum and put us on the back foot, they keep attacking and force us down quite a bit and destroy another firefly. At this point I ask brit to make churchills so we can try and force them to commit harder to pushes. We get some great engagements , Vet3 AssG start melting infantry and T34 Ram set up allies for some great tank kills that finally close them out. In: Replays |
Thread: Penals have the worst mainline infantry target size29 Sep 2022, 12:45 PM
Advanced Warfare, Soviet Reserve, Conscript Support could all benefit from Soviets receiving full PPSH upgrade as they would serve as the elites for the doctrines while having fairly exploitable weakness. PPSH upgrade could have been used to unlock Oorah or not depending on balance testing. The Player would have choice between cons which would be significantly weaker but with AT nade and easier on MP or slower stronger Penal start with power spike to try and get early wipes to keep pressure up as the PPSH will fall off as Axis get more Vet. Mixing would always work well as cons could Merge into PPSH Penals to keep pressure up and obviously Soviet Reserve would allow T2 skip. Both Soviet Reserve and Conscript Support have rapid conscription so planned hard pushes could net a conscript squad to replace lost PPSH Cons/Penals into 7 man Cons. At CP2 PPSH Penals also compare extremely favorably to the other Soviet elite SMG squads as 1 Penal can be expected to be at Vet2 or extremely close at that point. They will deal more damage and have better survivability compared to Shocks, Airborne and AssGuards. Obviously once they start to vet they will outclass Penals in specific areas but Penals will deal the highest damage consistently due to Vet3. Shocks have durability and smoke, Airborne have cloak/first strike/smoke, AssG have assault nade/mixed model DPS. The other advantage Penals would have is more squads, as most know when you see an elite squad be it Obers/Shocks/Rangers they will get focused down. With 3-4 squads of Penals this will be hard to do so it would allow for some interesting matchups. I have had some success using Airborne tactics but the weapon drop telegraphs commander choice and severely limits how fast I can deploy my strat. In: COH2 Balance |
Thread: Pathfinder Nerfed?29 Sep 2022, 09:57 AM
It also doesn’t have the correct ranger profile right? Most of the other issues I believe are just vet stats. In: COH2 Balance |
Thread: Penals have the worst mainline infantry target size28 Sep 2022, 20:00 PM
Imo penals should not have lost sprint. Just removed the flamer and went from there. Sprint is the stock staple for soviets. Imo a shame they lost it. Yea, its a shame since Penals with PPSH+Sprint could have been an interesting option as they get a lot unlocked at Vet2. I think a good compromise would have been locking out sprint if AT upgrade was unlocked as they can engine crit everything short of a Heavy tank. In: COH2 Balance |
Thread: Penals have the worst mainline infantry target size28 Sep 2022, 14:34 PM
Exactly, the biggest issue was that they decent Far damage plus flamers and oorah. They should have removed oorah and flamer and seen how it went. The tech changes were made to all factions so Penals should have been partially reverted as the nerf was really heavy handed. Their target size was .77, in the 2017 update it got nerfed to .85 and got brought back to .77 at the cost of losing VET3 acc in the March 2021 update. So it was still an overall nerf that was never needed. Popcap cost increased from 7 to 8 Penal Veterancy 3 received accuracy from 0.77 to 0.85 Veterancy 3 reduces cost of satchel charges from 45 munitions to 35 munitions. No longer gains access to the Oorah ability. No longer have access to the flamethrower upgrade Now gain access to a (2x) PTRS upgrade In: COH2 Balance |
Thread: Penals have the worst mainline infantry target size28 Sep 2022, 13:50 PM
I think they removed it back in 2017, they got one of the heaviest nerfs as they made several changes. Increased POP - makes sense Received ACC dropped to .85 - for the reinforcement cost, bad idea cheaper satchel VET3 - Useless Lost Oorah - seems to be overnerf if losing Target size, Oorah would help with picking engagement Lost flamethrower - makes sense, made them to strong Gained AT upgrade Overall it was a massive nerf that dropped them almost to irrelevancy. The worst part is the most recent infantry patch drops some ACC vet for REC ACC when they should have had it the entire time. I think most players would give up the cheaper Satchel and get the lost ACC back. This would help with scaling as Flames plus Oorah was the issue not SVT damage. In: COH2 Balance |
Thread: some reason this game have little few man play28 Sep 2022, 13:29 PM
Thanks, in my mind OKW should have had the best shit/most expensive/extremely scarce. So no caches and even in team games OST cache would not help in any way. That way their tanks start good but with flaws and it is up to the player to scavenge enough to have the tech to upgrade tanks. Vet upgrades would still apply After scavenging a med tank or enough scavenges that are fuel equivalent you could unlock an upgrade. 1. Heat Shells 2. Turret/chassis rotation (P4J and Panther/JP4) 3. Emergency Repairs User could pick the order they would upgrade depending on game situation. So if you got caught off-guard against churchill/KV-1 you upgrade Heat shells so you can tackle that problem or against Wolverines or other cheap TD turret rotation would help as they will try to spin around you. Repairs are always nice also. In: COH2 Gameplay |
Thread: some reason this game have little few man play27 Sep 2022, 16:36 PM
I agree to some extent, but the application is lacking. I feel like it would have been better if scavenging helped unlock upgrades. The original P4J, when it came as a part of a 2-pack had horrible turret rotation. It would have been cool if scavenging unlocked a turret upgrade so it felt worth it to risk infantry while making it vital to destroy wrecks to keep it out of OKW hands. In: COH2 Gameplay |
Thread: PAK43 spam27 Sep 2022, 16:31 PM
Long game, went with double sniper start to mess around with radio intercept. Started slow, picked up steam later but they take a lot of POP. Early mid game was nothing special, right sided ally gave up on it early went mid. Was fairly even game with axis having better map control. Mid game we fell behind as I was IS2 stalling, soviet went KV8 into katy and he lost both back to back. At this point they start their Pak43 setup which worked great for them. They had up to 4 at one point with a repair station nearby so we couldn't finish off their tanks. At several point allies had no army due to losses but axis couldn't push due to so much POP in PAK/arty. This saved us as little by little we katy/mattressed each Pak until they were dead while also getting good infantry kills. One axis made 3 hetzer/4 rak army and actually made it work well but in final push it was kind of useless as he was having trouble microing them. In: Replays |
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