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Thread: Quick game, random vs team9 Sep 2022, 21:43 PM
Went sniper > car> penals>AssG. Switched off my side as one went for fussi, got a wipe and they chased me down with both cars. I got away but ally lost MG and tommy. They overstayed their welcome and I killed one with PTRS and chased other with clown car. My sniper put in work while USF kept it safe and pushed. Once he got sherman out we forced them to surrender. In: Replays |
Thread: An extremely difficult comeback9 Sep 2022, 21:39 PM
Premade axis rank 50 vs randoms in top 100 on Whiteball. 45 minutes long slugfest. Plenty of hidden raketen. Extreme cancer. Recommended. Bro, literally just had a game against them. Time to give yours a watch Edit: That Sturmtiger kill was clutch, it stopped all their momentum as he finally got it going. The other USFbplayer had a great play with the AA half track jumpin in and out to mess up the targeting. In: Replays |
Thread: Heavy balance9 Sep 2022, 21:23 PM
Yea I remember losing 2 Vet3 double bar Rifleman to a tiger in a shot or 2. Shit was insane. I don't think it would be as bad as it used to be due to the tech requirements. They do seem to be kind of weak for how much they cost(tanks, not TD), the only one that truly seems worth it is the KT due to available HEAT/TankComm/Spearhead. All the others ones seem to be easily counterable with available TD. In: COH2 Balance |
Thread: Decent game7 Sep 2022, 19:16 PM
Ugly start with losing a penal squad early staying to long to beat out mg. Ally lost rifleman shortly after to long retreat path and blob. A little later I lose my scout car to bad car handling. I was being hesitant on pushing around the fussies. Didn't care about losing the car just couldn't decide whether to push in or shoot from far while other units took shots. As I noticed massive fussi blob I went with airborne LMG. Kept my fights at max range and with MP float built caches for the team. Finally got my chance to payback OST player with wipe on retreat while Brit ally wiped another unit. This really set back OST player and he never really recovered as brit kept up pressure along with a few fear propogandas to keep him off balance. USF player and I poke and prodded while decapping cutoffs whenever we could. Eventually built Howi which OKW player picked firesteurm to counter. Think it was a good trade as I replaced howi with Katy later on but he is stuck with a commander he cant make much use of. We go back and forth in the middle while USF player isolates fussie player and eventually kills Tigers causing him to rage quit. Rewatching the game, he had a chance to really help out Ost player with Tiger push as he would have caught Brit player off guard and forced me to rotate but he left him to fend for himself. In: Replays |
Thread: since we are adding prototype tanks in game7 Sep 2022, 13:22 PM
I think in Relics case it would be pay to win. They don't have good history of adding units to the game and not being OP on inception. Between factions, commanders and units almost each time something new was added Relic made a couple bucks and the units took over the meta. After a few months it did get toned down so their is that. In: Lobby |
Thread: since we are adding prototype tanks in game7 Sep 2022, 12:59 PM
Bro, your autism is showing. This is my first post in this thread. If your talking in general can you show me the last time I spoke about realism, the only time I can think of is complaining about OKW having any sort of late game air support. I AGREED with the fact that adding blueprint tanks was a bad idea. I guess I will cope hard as OKW used to be my favorite faction before the tech change. Shit, I used to build VG into mechanized and prioritized fuel to get flak out quick. Then build Battlegrouppe for JP4 with Falls providing elite infantry. I stopped playing OKW because they changed it to a crappy version of OST. In: Lobby |
Thread: since we are adding prototype tanks in game7 Sep 2022, 12:09 PM
I think people are so divided about the Black Prince because the "against" party is right when they say that it was never used in WW2 and too late in development. On the other hand, using and adjusted base of the Churchill and the 17pd gun as well as it's designated role in combat as an infantry tank, it visually and thematically fits into WW2. I personally could care less if it was never deployed as long as they had a prototype. My concern is the same as yours, once you let one random make believe unit in you let them all in and it is an easy way for relic to implement pay to win. This thread is weird though as people want historically accurate but this game is not accurate in the slightest. Panthers should not be diving with their weak side armor, KV series should not be competing with late war tanks. Hell, right now the P4J is probably one of the best meds competing with the T3485 and E8. When it was first introduced it had horrible turret rotation to simulate german late war lack of resources. It was buffed since it sucked because balance. Similar situation with ISU152/IS2 stun mechanic, the gun wouldn't penetrate as often but the stun mechanic kept them in the fight allowing for support to come in and do their job. This game doesn't even attempt to simulate the upkeep of fielding heavy tanks, the closest was the Tiger ACE. In: Lobby |
Thread: Penals have the worst mainline infantry target size3 Sep 2022, 14:23 PM
Penals are viable in every gamemode regardless of how their stats look on paper compared to other infantry, especially elite long range infantry. They are also ridiculously good with the picked-up LMGs. I pick them if I want my build to have a punch in the early game or if I want to have more fun, since penals is high risk-high reward build. Cons are too boring imo. I agree, they are overall a lot more enjoyable to play vs Cons. I like using them as they are similar to Rifleman in early game aggression. Rifleman have more consistent performance mid/late game since Penals will rely on weapon drops for boost in DPS while also lacking snare. I don't fully agree with their viability in every game mode. In 1v1 and some 2v2s depending on randoms vs arranged team, Penals fall off fairly quickly once meds hit. Just speaking from my personal experience in 1v1, I could play however I wanted with Penals up until about rank 250. At that point, AXIS players stuck to more meta builds and literally would not deviate so no more PPSH Penals or AssGuards. To break past 200, I would stick to the aggressive Penal openings but found T2 back tech with AT guns was more effective than sticking with pure Penals. At that point, might as well go straight cons as they synergize better with team weapons along with ability to build green cover. That last point is huge as I noticed most of the late game swings were not due to gradual increase in MP drain but the random huge waste that would happen due to most available cover not being sized correctly for 6 man squads. So those random P4 shots would kill 4-5 models due to squad positioning vs the sandbags made by cons. This situation would also happen vs LMG units as those quick model drops would cause proportional DPS drop whereas the LMG squads wouldn't lose much due to the concentrated DPS. Now AT 2v2, random 3v3 and up Penals perform fine. EDIT: For transparency, I would purposely not pick Reg Guards commanders as I felt it took some of the fun out of the game. Probably could have climbed a tiny bit higher but not much. In: COH2 Balance |
Thread: Need Ostheer 4v4 tips31 Aug 2022, 22:27 PM
Hi, I am struggling with Ostheer 4v4 lately and I don't know what to do. Post a replay, best way for someone to point out weakpoints that you can work on and help tighten up your strengths. 1v1 would be best or if you play as part of arranged team submit a game with them in it. |
Thread: Penals have the worst mainline infantry target size31 Aug 2022, 20:34 PM
Im thinking it would be muni heavy as it would be advantageous to upgrade all Penals. However there is no long range snare so Guards would still be used for button or with cons. It would also eliminate the need for AT back tech. However, Penals would still drop of late game so LMG airborne or Shocks could be used more often. In truth seeing less guards should not be seen as a negative as there are many more units that would fit in. In: COH2 Balance |
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