
Profile of rumartinez89
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Thread: JLI + SOV ScoutCar = New Sniper ClownCar??????1 Jun 2022, 13:30 PM
I keep trying to put Airborne LMG in the scout car since it would allow 3 LMG to fire on the move. The damage at range would be insane. However to do that you have to forgo fire clown car and save muni to rush out airborne. Doesn't work to well but it does do a lot of damage. In: COH2 Balance |
Thread: Weapon mods vs Weapon Swaps1 Jun 2022, 13:27 PM
There is little reason to be one or the other. I completely agree on the weapon training, conscripts should not handle an LMG as good as Shocks/Obers. I was hoping in COH3 they removed the different size squad gimmick for mainlines, keep that for elites/recon squads. It would help control power spike while giving players option on play styles if Doctrine does not include an ELITE unit. However, I just watched a COh3 video and squad sizes are all over the place. I think it going to cause some weird balance issues at release. In: Lobby |
Thread: JLI + SOV ScoutCar = New Sniper ClownCar??????1 Jun 2022, 13:21 PM
I finally got my ban lifted yesterday and I played for like 6 hours even though it's exam season for me. Whatever, I managed to pick and repair an abadonded ScoutCar by a noob sov I was coming up against and thought for whatever reason to put upgraded JLI in it. It was probably a situation that isn't supposed to happen. Such as LMG can fire from inside despite the fact the unit is on the move. Crit snipe bonus is a bit stronger but the chances of getting a open top vehicle to shoot out of for OKW is so low wasn't worth coding it out. In: COH2 Balance |
Thread: Weapon mods vs Weapon Swaps1 Jun 2022, 12:50 PM
COH3 probably already has its weapon upgrade system built but I was wondering what you guys thought about upgrades keeping the same weapon but adding a suppressor/sight/automatic variant? Using COH2 units Grens Kar98 stock decent at all ranges add suppressor unit gains camo/camo bonus but loses long range damage or Add sight unit gain increased long range damage(maybe pathfinder type crit) but loses short range Soviet SVT stock decent all ranges AVT upgrade good short range but heavy drop off at range or Add sight unit gain increased long range damage(maybe pathfinder type crit) but loses short range And so on for each main line, goal being to add different play styles while making it easier to balance Squad as a whole instead of having 1/2 models that do most of the damage. Keep that style to elite units. Also if you have your own examples post them. In: Lobby |
Thread: Looking for 3v3 Axis Strategy31 May 2022, 13:26 PM
How you use your kubel will change depending on faction and unit. Against conscripts and rifleman since they are slower firing you can inflict some bleed. IS kind of depends since they are long range focused they can reduce some bleed while they get the universal carrier to fight back. Penals actually do quite well vs kubel due to their SVT firing a bit faster/6man and scout car will be out shortly to chase you down. Also how would you describe your infantry play are you aggressive or passive. IF your a bit passive JLI work great since they are long range units that can do good crit damage. Your kubel and VG will help get more criticals allowing them to pay off quickly. For more aggressive play you can try VG with MP40 back up by the OPEL blitz truck. You can keep your pushes going longer while your kubel at VET1 can use detection mode to give you a heads up on where to attack/defend. In: Lobby |
Thread: OP vs ez mode?31 May 2022, 12:32 PM
every faction has brain dead tactics like blobbing and Mg spam etc, its not something thats unique to axis. I dont agree with your statement saying axis squads are more forgiving because axis usually have smaller squad sizes, making them more venerable to being wiped. The whole weakness to being wiped really only applies to explosives. Grens are a Long range focused squad that gets an LMG upgrade that makes it hard as hell to dislodge without taking loses. Yes they might have a smaller squad but since should be fighting at max range they shouldn't be getting wiped on chase. Therefore infantry VET is easier to preserve compared to Rifleman that are more expensive upfront and cost quite a bit to have them fully upgraded with grenades and bars/zooks. As for VG, they are designed to be supplanted by Obers which are probably the best AI unit in the game. They are literally Grens on steroids while able to fire on the move. Due to their insane RA the only thing they are truly weak to are explosives. SMG squads can beat them up close but using 2 equally skilled players, the Ober player will cause model drops on assaulting squad or retreat instantly to not risk losing unit. Also some of the tools are better on Axis infantry compared to Allies due to squad size differences. This also helps reduce micro allowing for worse player to compete with a better player. For example most axis cloak allows some movement without losing cover. For brits to have that commando spawn with just 3 units, airborne Guards only cloak when stationary and have to fire first to even get damage bonus. USF doesn't even have an assaulting cloak unit, all of theirs are long range or AT focused for Recon PARAs. In: COH2 Balance |
Thread: truly epic game31 May 2022, 11:58 AM
so much destruction. great game . close one with lot of back and forth action You guys a team? That center mortar pit really messed them up early game they committed everything to destroying it. VET3 KV2 and Centaur put in work, the guy with the panthers started to play so scared as the game went on GG In: Replays |
Thread: Penal satchels for everyone31 May 2022, 11:00 AM
Bad start for me, lost sniper after only 3 kills like a chump. Pivoted helped ally with penals until my clown car got going, got to wipes and lots of infantry damage. Saw mechanized was down so made both Penals upgrade with PTRS. Was able to shut down luchs pretty quick and pretty much starting satcheling everything I could once I got mother russia. Got a wipe, with B4, lost KV1 for being overly aggressive. Ally did great job with his IS2 he actually got a few wipes with it. Both allies came in clutch with max range Pen on AT guns. Not a technical game but pretty fun. In: Replays |
Thread: Looking for 3v3 Axis Strategy30 May 2022, 21:39 PM
Try posting a match. I don't play OKW online anymore but I find Pf to be a pain in the ass to deal with. For your build I suggest building the Kubel first to cap as much as possible quickly. If you go with PF you have early snare for scout car/brit car. Maybe something like kubel/VG/ 2PF. Try to throw down as much sandbags as you can with volks to help out your PF until you get your G43 upgrade. In: Lobby |
Thread: Looking for 3v3 Allies Strategies27 May 2022, 12:30 PM
While the number itself isn't expensive the overall package is. They have no way to build cover which most other mainlines can stock or doctrinally. Also they end up with a Target size of .77 which not bad but not great either. Against an Ober squad they will drop quickly while not doing proportional model drops, most will argue that To the last man should help but Obers do to much damage for their Vet1 ability to really help out. Agree with the 7 man cons - they have better RA, can lay sandbags to further help against Obers, get a cooldown bonus while in cover while receiving exp buff to quickly get VET. Penals also get exp buff but late game your phasing them out so not really useful. In: Lobby |
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