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Thread: Opp went with 3MG opening10 Aug 2022, 20:45 PM
Ost opposite of me went with 3 MG opening, did fairly well against it but my allies seemed to be a team. They kind of turtled together and rarely came to help. AT one point I got Triple teamed, so we were way behind in gas. I ended up going PTRS Penals x3, got 2 OSTWINDS with them and he eventually gave up. The other axis gave up shortly after. In: Replays |
Thread: Tips and Quirks10 Aug 2022, 15:51 PM
Thompsons is for Assault Guard, completely different unit that has no access to DPs. Airborne gets either PPSH or DP, PPSH is free and gives smoke+cloak however they are fairly squishy. Each has their benefits as I explained in the first post. In: COH2 Gameplay |
Thread: Guards vs Airborne Long Range10 Aug 2022, 15:48 PM
Cons/Shocks/AssG/Commissar all get 40% which makes it fairly strange but Guards do get the best REC ACC bonus out of all of them. That leaves Airborne with the short stick as it is technically two units in one. I think the VET ACC was dropped since cloak>First strike bonus plus 40%acc could lead to some BS wipes if nades are used. However as that doesn't apply to LMG Airborne it left them in a weird spot. As A soviet main I would like to see all Guards variants get firing positions. Could lead to some interesting performance. In: COH2 Balance |
Thread: Tips and Quirks10 Aug 2022, 15:35 PM
Not sure why this is but my guess is the upgrade is a bastardazation of either the 2 or 4 thompson upgrade. Since most players probably instantly upgrade for Thompsons and 1 weapon slot is available it must have been meant to be a 1 slot upgrade from the beginning. I only noticed as I had no muni one game rushed the VP to try and close out the last 10 points and picked up a flamethrower. I then realized once I had the muni I couldn't upgrade the unit. Overall AssG suck but if you manage to pick up almost any weapon they can give any other elite a hard run for their money if not outright win since their VET is fairly good. Hell their Thompsons do more damage than either elite USF thompson. In: COH2 Gameplay |
Thread: Tips and Quirks10 Aug 2022, 14:43 PM
As I have messed around with the different Guards I have noticed they each have some funny quirks. IF you have any for other units please post. Penals: 1. If you manage to pick up any LMG it is a good idea to upgrade that squad to PTRS as the opponent wont be able to tell from a quick glance. 2. This trick does not work well with flamethrowers, if you order the Penal to attack a LV it will attempt to close in and attack with Flamethrower instead of staying at max range with PTRS. 3. Picking up just 1 PTRS allows a regular Penal squad to use AT satchel while still having most of its AI. Airborne Guards: 1. If you pick up a weapon the DP upgrade will drop to 40muni and only give you 1DP. 2. If you pick up a weapon, going for the PPSH upgrade is the better choice as you get cloak and smoke. So you can have a LMG42/5PPSH that can shoot on the run which makes for a great chase down squad. This also allows easy usage of 1st strike as you now have an LMG squad that can get a camo bonus vs trying to stay stationary and hoping you shoot first with just PPSH. Assault Guards: 1. IF you pick up a weapon you can no longer get the Thompson upgrade. 2. However, if you upgrade Thompsons first you can still pickup another weapon. Flamethrower is a great choice as you will dominate all short range squads. LMG is also good as you will do great damage at all ranges. Shreks/Zooks work extremely well also as Assg get a unique reload bonus at VET2 along with zook specialist. So you end up with a do it all squad. In: COH2 Gameplay |
Thread: Guards vs Airborne Long Range10 Aug 2022, 14:15 PM
What is rally? If your talking about the rally point that is only available in Airborne but not Terror Tactics. Airborne ACC vet is overall worse than the other Soviet elite units also but probably to late to address. In: COH2 Balance |
Thread: Guards vs Airborne Long Range10 Aug 2022, 11:50 AM
If your a Penal player, I would assume you would know at best you will have 1 Vet2 Penal at CP2, if all your units have seen equal action you might have all Vet1 Penals. The moment Guards hit the field and get DPs they are similar to or better than Penals at ranges 20 and above. At R20 Guards do 15.7 while Penals do 18.7, that is comparing 4 models to 6 because I am not sure if the PTRS damage figures are accurate if you include them Guards beat them at R20. And just so we are clear, Guards Vet1 is not being used for DPS calculation. You also need to remember that Guards will Vet faster compared to AI Penals since they can reliably damage and chase away if not destroy LVs. Next you want to upgrade Penals with PTRS, that now means you have 1 squad that is now useless in an AI battle. 3Penals/1Guard is going to beat out 2Penals/1PTRS Penal/1LMGAirborne thru sheer DPS along with Guards PTRS having way better performance due to the bug. Now you might want to include Airborne VeT1 ability into this, that pass takes about 3-4 secs to come in. Moving and resetting your units separately will negate it just as it would in you weak example of the OKW blob vs maxim. Literally breaking the blob into 2 smaller blobs would completely negate and force you to retreat just as it would with regular Guards. Now the weird thing to your arguments is that you act as if Guards have to stay in fighting positions for their performance. They don't, they just perform better when they are. So PW/Stuka/nades/air strike/mortar will do the same to them as any other unit, also they can retreat while in fighting positions I am really not sure why you brought that up. In: COH2 Balance |
Thread: Guards vs Airborne Long Range8 Aug 2022, 10:52 AM
I think we are pretty much on the same page, however you will keep the cons because late game they will be the meat shield and can merge in with your guards squad to keep MP cost down while keeping their staying power. I think you have a misconception about me, I am also a Soviet main. I watch several 1v1 matches by different casters, a Guards commander is a staple of almost every Soviet player. I personally literally go out of my way to not use Guards commanders and go for Airborne/AssG/Shocks. I have posted several games were I attempt to not use cons/Guards to various degrees of success. In 1v1 I got to about top 200, I have switched to 3v3 and got to top 100 but I mostly float at 200. Keeping Penals and switching to reg guards would make most of my matches quite a bit easier in terms of micro. The AT performance obviously helped as I did not have to upgrade PTRS on my penals allowing me to keep pressure. But, in my own experience I couldn't really explain why I could pressure units at long range when in my mind Guards were worse the Airborne. The video helped explain that they were doing full damage even behind green cover. At the time Guards hit, there will be plenty of green cover over the entire map allowing them to build vet faster than they should and bleeding their opponent faster than they should be as their is that bug with the PTRS. What happens if that bug is ever fixed remains to be seen. Full disclosure: I am ranting because LMG Airborne/LMG Paras are some of my favorite units. In: COH2 Balance |
Thread: Guards vs Airborne Long Range7 Aug 2022, 21:37 PM
Honestly. Sandbags cover to cover fight between late game units is silly. Extremely silly. I can't remember when was the last time I fought green to green cover with vet3 paras/rifles against obers, grens.... While I do agree that it is silly to test sand bags for late game, all testing is done under ideal situations that are not 100% replicable in game. Fire fights are started at the same time for both squads which hardly ever happens, one unit usually needs to get in position before it starts firing so that one will most likely lose if units are fairly evenly matched. Using only light cover will most likely just show Obers dominating all the LR squads as the other units have worse EHP compared to guards. I will not pretend to understand the RNG system but I would assume using green cover allows the fight to take longer so that RNG can smooth out compared to testing several light cover battles were a lot of the fight depends on if Guards get favorable RNG with PTRS.
So for Guard motor if your replace Guards with Shocks/AssG/Airborne Guards do you think it is better or worse? The maps have favored long range squads for a while now, and as you said most maps are lany and open so it is fairly unimportant when Shocks are good because it ain't happening often enough for it to pay off. You are still making wrong statements about "Guards". AssGuards are not long range so they do not come LR in all their forms. Airborne Guards do not need to be immobile to fire their LMG. While they do drop weapons their weapon drop rate was reduced significantly. I do not mean to come off as snarky but you seem to talk about "Guards" as if they aren't completely different from each other. What is many games? Are you talking about games you play or games you watch? I would place more emphasis on higher ranked players as they know how to handle in game situations best. So using tightrope as an example when he lost a squad(Guards) he replaced it with more Guards. Hell he even titled the video "Guards make Soviets easy mode" where he uses the team focused Guards commander with howi and bomb drop which is probably the worst one for 1v1. It is pure foolishness to replace Penals with more Penals in the lategame. You should be replacing them with either cons or Guards where cons can merge and damage engine while Guards help create the chance to snare the vehicle due to PTRS and button. Point being that there is more to Guards performance than just commander abilities or raw DPS. In: COH2 Balance |
Thread: Guards vs Airborne Long Range7 Aug 2022, 17:32 PM
If regular gaurds are so good or even op why dont we see them in every game? Guard Motor Coordination is the most picked doctrine in 1v1. They are a staple in most elite players load out for a reason. If you watch any cast you can hear audible groans or complaints that soviet is going with the same old thing. Yes, Guards are 2CP 360MP but their upgrade is only 75 muni. Airborne are also 360Mp with 100 muni upgrade for similar or worse long range performance while also lacking any AT capabilities. Paratroopers are the 360MP squad with the 120 muni upgrade. The issue isn't that Guards can compete with Obers, it is that they do a better job of competing with Obers while also providing AT support as a Generalist unit vs the aforementioned dedicated long range squad. Button isn't a problem in and of itself, the issue arises when you have an overperforming squad that also has this ability which then synergizes well with Mark Target and T3485/ISU152. You said Guards aren't the issue, tell me which Soviet Elite is better than them. The Guards version of a commander is always better than the shocks version and if you replace Assault/Airborne Guards with Reg Guards the entire commander gets better. In: COH2 Balance |
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