Wasn't my best game, I had a few highlights early like sniper vs sniper kill, 221 PTRS kill and early brumbar finished off with PTRS satchel. Allies played well and I took on more of a support role with arty, fear propaganda and chased away pushes with SMG airborne and SU85.
Axis did great job of rushing tanks and arty. Double Walking stuka paid off early for them while P4 kept it safe until they got Panthers out. OKW played light with units to rush out KT with commander. IT really messed us up until around the 40 min mark it rushed in to kill my KV8. Big mistake, although it got the kill we rushed it and killed it. Game changed drastically as it opened up several pushes from us that really punished their lack of infantry.
GG
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Thread: Ally got AVRE to 67 kills16 Jun 2022, 15:48 PM
In: Replays |
Thread: Buff M8 Greyhound, seems naturally. 16 Jun 2022, 15:42 PM
Remember the commander used to be a shitload stronger. IR pathfinder used to have no cooldown so your early capping was a bit stronger. IR arty was even stronger in that it was almost instantaneous. I destroyed an unsuspecting kt with it and a follow-up jackson. Paras used to drop in with AT gun, so this commander was even better than airborne for 1v1. Only difference was no Thompsons but LMG is favored upgrade for most. Butterfly bombs had almost no warning the animation started earlier and the bombs themselves fell faster with less scatter. I can't remember but I believe the greyhound also came a bit earlier. It used to be the strongest commander for USF as it really had no weakness. God that shit was great. In: COH2 Balance |
Thread: 3v3 3OKW vs 3UKF15 Jun 2022, 14:37 PM
I am writing this as I watch. I apologize as I only play okw for compstomp. Early on you went Sturm, VG, Strum. IF you are gonna go 2x sturm I would get them asap and push. You kept hesitating back and forth early which caused you to take extra health damage without accomplishing anything. The VG was just standing around for a bit before you told it to build sandbags. That delayed extra helped to your sturmpio. Next you went for the 221, I like the choice as brit had no snare for a bit. However you again played scared, you should have been in their face pushing the infantry around out of cover while your units come in and do damage. Since you have 2 sturms repairs are not a big deal so use the fact that LV dont bleed. Once brit player got mortar pit/engineers I felt you should have made destroying it or damaging it your priority. Any time spent repairing it means more time for your 221 to do damage and not worry about snares. At this point you only have 4 units going on 5 with MG and are starting to hoard MP. You could have made another VG earlier, upgraded 221 to 223 or made some leigs. You upgraded your battlegroupe but did not utilize any of the units maybe next time rush the 221 upgrade if it doesn't have tech requirement. Your next VG and Leig don't show up until 10 min mark, that is a lot of pressure you missed out on applying. I like your Schwerzer placement as it would allow some more agressive Leig play, however you kept you Leig at max range which allowed mortar pit time to get upgraded and ability to start to attack your HQ building. Later on your micro takes a nose dive, you start to use one unit at a time and you never seem to branch out and attack the left mortar pit. Your entire army was just sitting in base, best way to improve this is to play 1v1. No other way around it since it will also improve your unit and tech timing. One last piece of advice, you got the commander upgrade on your tank and had to take on a heavy tank. The extra sight gives you time to pop on HEAT shells, you should have been spamming them instead of using the commander arty. The commander arty could have instead been used to kill a mortar pit along with an inciendary nade. GG. In: Replays |
Thread: Is the Commissar's abilities on sniper worth it?14 Jun 2022, 13:45 PM
Like MMX said, on paper it would be a great buff but since Snipers already kill with every shot the acc buff is useless and the slightly faster reload won't really wipe a multi model retreat. Now if it is a single model it may help depending on what the retreat shot acc nerf is. I have seen some forum members state that the acc is dropped to 40% while others state it is 60%. I never really looked in to but using those numbers an acc of 40% buffed to 48% really isn't worth the extra micro and rec acc nerf to try and pull it off. At 60% it might be worth it since it appears that snipers ignore target size in their shot calculations so the 20% buff might be useful. I have tried this before and will tell you the extra micro isn't worth it. you have 2 support units that you need to baby sit while actively making one more fragile. One good volley/lmg burst and you will need to retreat further negating what your attempting to accomplish. In: COH2 Gameplay |
Thread: USF Faction Redesign 11 Jun 2022, 21:01 PM
Wouldn’t giving rifleman smoke back fix pretty much every issue. They would no longer be as MP starved, less dependent on Bars(can use muni on made wipes instead) and allow more synergy with elites. Most of the USF gimmicks have been toned down so it shouldn’t be to big an issue In: COH2 Balance |
Thread: Penals10 Jun 2022, 18:55 PM
Early game Penals will when at all ranges, you want to move in close to have the biggest advantage. Once the G43 start coming online Penals will start to lose their edge however at Vet2 you will have a RecACC advantage. You still want to bully before all PF get their G43. After all PF are upgraded to G43 you wont outright win any engagement if both are at Vet3. At this point you want to be at max range and force them to come to you. The movement penalty will give you the edge but remember they have sight advantage over you so dont think you are going to pull an easy flank. Depending on game mode/build Guards or Airborne Guards with LMG will give you a massive advantage. |
Thread: 2 mines 2 Panthers at the same time10 Jun 2022, 18:43 PM
At 40 min mark OKW made push with 2 Panthers, pushed with my 2 SU85 KV1 and T34. Got them both along with KT, Strumtiger and brumbar. This is one of those games, I got the weak side so my SU85 were holding off 2 Panthers and 2 KT, ended up with almost 100k worth of damage. Allies put in work with Katy and my Howi forced bad choice described above. Mines win games. In: Replays |
Thread: WhiteBlob Wars10 Jun 2022, 18:34 PM
That OST ranking is wild, maybe he had a bad game because he played horribly. Not best map for AssG into PG along with late car, he seemed to have a build and did not want to deviate in the slightest. You guys beat them like a drum. GG In: Replays |
Thread: Pioneer combat strength early game7 Jun 2022, 15:35 PM
There is no issue with pioneers. I am actually seeing that strat quite often in 3v3. Double Pio/2 MG/PG into halftrack, can be quite powerful early on against CONS/RIFLES/IS. IF they get your fuel cutoff LV play becomes irrelevant. It is fun to play against if slightly frustrating due to PG powerspike but it is better than seeing the same thing every game. In: COH2 Balance |
Thread: JLI + SOV ScoutCar = New Sniper ClownCar??????7 Jun 2022, 15:26 PM
My only issue with this is your not gonna use it like a flame car, your gonna be at range so MID/FAR. Even with acc nerf in car you should still be hitting quite often. Also doesn't the acc get better with Vet. In: COH2 Gameplay |
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And G43 accuracy getting worst the closer the target is.
rumartinez89