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Thread: What was, bar none, THE most busted unit in CoH2 history?14 May 2022, 17:01 PM
Assault engineers used to have no cooldown and depending on the map would overrun everything. I think the biggest issue was it made OST MG useless so they had to slow it down and gave the same nerf to everyone else. In: COH2 Gameplay |
Thread: What was, bar none, THE most busted unit in CoH2 history?13 May 2022, 20:39 PM
S-mines suck but you can see the sign post in the fog of war, so if you playing 2s or 3s you only really worried about one section of the map. They also kept playing with the build time because it seesawed between too fast and taking way too long to put down. With regular mines it was luck if you got a mass retreat throwing some mines down next to corners instead of middle of the road would allow you to get a wipe since squads always clump up to turn the god damn corner. Personally I hope they address this with COH3 since it is really bad on 6 man squads. In: COH2 Gameplay |
Thread: What was, bar none, THE most busted unit in CoH2 history?13 May 2022, 20:15 PM
I think the mines were worse than the demo charges, remember they didn't want to nerf it to much at first so you had to maintain vision to discharge it which is why people started mining on it/next to it. However, mining retreat paths with 2/3 mines would usually net you 2/3 wipes without any chance to evade or avoid. It was always worse for OST since people would retreat after losing 1 model due to the PTSD. In: COH2 Gameplay |
Thread: Oka River Cancer13 May 2022, 20:10 PM
You got in his head early, he didn't do a bad job with the first sniper but he kept hanging around too long and getting wiped. He also stuck around on ICE for way to long, what the hell he think was gonna happen. My only complaint is I wanna see more mines from you however I guess you save the muni for the double zook squads. GG Does the tank trap stop MG from going in the building? In: Replays |
Thread: Really bad start, both teams went blob tactics13 May 2022, 19:45 PM
Mind blanked couldn't remember Axis team make up so I made Penal then sniper. I usually use snipers as anti mg in a building. Didn't work out that way so I tried to find safe places to attack without worrying about Kubel. From the start both teams went blob mode so was extra careful with sniper so I didn't much with it and it ended up dying on retreat to Sturmpios. Also lost my car chasing down a Kubel, got the kill but 221 followed up and killed me. Not looking good so I play extra safe and blob up my penals and get shocks in case I need extra durability. As a team we are getting our asses kicked with some bright spots here and there. Axis bet both Flak and Luchs which do a great job of locking us down and we don't really have an answer. I finally break and turned all 3 Penals into PTRS blob. Felt dirty but I was able to kill Flaktrak in one volley. I also chase off luchs but unable to get the last shot off and kill it. We are still on the back foot but a couple of things go our way which turns the game in our direction. First off, looking at the replay they all look to be heavy stalling if not KT then for Sturm or something else. As I look to decap the south I notice Schwerzer aint firing at my squad so I rush it with PTRS blob destroy it and run the hell out of there. Ally gets out a KV8 which should have been killed since it ran over a mine but he was able to get a katy barrage that killed off their raks and later satcheled them to destroy it. Brit got AVRE which slowly got wipes and I was able to once again push south and this time destroy Battlegroupe, however lost 2 Penals during retreat. At this point I got 2 T3485s and finally get the luchs and at this point we are in control. One KT finally showed it face but AT walls and PTRS Penals slow it down so it doesnt do to much. Panther also shows up and becomes a tug of war in the center. Shit hits the fan for the Axis when KT tries to push but engine crit causes its push to stall. After massive damage it runs away but I chase it down, get the kill and run away with tanks intact. AVRE gets 2 Obers in one shot and Panther is forced away. From here on out we just keep the pressure up, ally and I combine to destroy another Schwerer and Sturmtiger arrives to late to make a difference. GG In: Replays |
Thread: What was, bar none, THE most busted unit in CoH2 history?11 May 2022, 19:38 PM
I think it was specifically changed due to PTRS cons, too lazy too look thru the coh2 change log thread. In: COH2 Gameplay |
Thread: What was, bar none, THE most busted unit in CoH2 history?11 May 2022, 18:33 PM
I thought Tank hunters were released that way, I thought PTRS had got buffed a patch or 2 before to improve their overall AI performance for Guards. Then Tank Hunters came out and multiple high acc PTRS Conscript squads rolling around destroying MG's frontally. Shit was crazy, the MG would literally get destroyed before a model would drop. In: COH2 Gameplay |
Thread: A shambles11 May 2022, 16:21 PM
Lots of back and forth. Trying to make this commissar doctrine work. I'm still not very good at using his abilities - seems I should be getting penals since conscripts feel too squishy to be aggressive with. Got of couple issues with your build based on my personal experience using it. You made 3 engineers, why did you do this? Your early build of 2 cons and 3 engis doesn't provide you with much combat power and if it weren't for his lack of unit preservation he could have closed you out fairly quickly. You also didn't upgrade any of them so you could take advantage of flamer+merge or sweep for mines. My suggestion is to go 4 conscripts or 3 cons/then 2nd engi, I like 4 cons with 2 going PPSH and 2 with 7 man for late game durability/utility. Late-game if you lose a PPSH squad do not replace it, make a 7man con instead. You could make an assault squad of 2 PPSH Cons and Commissar, when your out of battle the commissar can heal you and any engagement that looks tough use fear propaganda. I don't think you used any of the commissar abilities now that I think about it. It has ok DPS but is shines as a support unit it just requires a bit of micro. As to the penals, they do work better with the commissar but don't really work that well with this commander, if you want to do that go with NKVD. However, getting 3 cons and then a sniper has worked well for me since the cons can screen for the sniper and commissar can control the battle. IF you try this get the nades as fast as possible to snare LV counter. One thing I will mention is that you seem to have been fairly passive despite the amount of units had compared to him. At some points, you literally had twice as many inf/mg/engi as he had units but you were not capping at all. This circles back to the 3 engi opening which might have made you a bit hesitant, if you want to stick with that opening you need to be spamming mines so that your opponent pays for caping when your unable to contest. In: Replays |
Thread: What was, bar none, THE most busted unit in CoH2 history?10 May 2022, 19:06 PM
From the first page of the changelog back in 2013 IS-2: - Armor from 400 front/200 rear to 375 front/225 rear - Pop from 14 to 16 - Health from 1280 to 960 - Price from 560mp/210fuel to 680mp/300fuel - Reload time from 8.25s to 9s - Scatter from 10m to 7.5m - Acceleration increased from 1.5 to 2 - Rotation rate increased from 25 to 30 - 1 in 6 chance of 5 second crew shocked critical on target deflections - Penetration increased from 110 to 140 - 25% of the shell’s damage is applied on non-penetrating rounds against enemy armor. ISU-152: - Price from 520mp/215 fuel to 680mp/290 fuel - Pop from 13 to 17. - Armor from 120 front/60 rear to 200 front/100 rear - Health from 1280 to 960 - AOE from 5m to 6m - Damage from 160 to 240 - Scatter from 10m to 13.2m - Reload from 6.125s to 10s - Penetration from 170 to 150 - Target Size from 24 to 26 - Acceleration from 1.5 to 2 - Max Speed from 4 to 3.8 - 33% of the shell’s damage is applied on non-penetrating rounds against enemy armor. - Added a 1 in 3 chance of crew shocked critical on deflections - Reduced main gun tracking speed from 25 to 12 - G-530 Concrete Piercing Round ability penetration increased to 1000 Is2 literally always did damage, so you had to shoot and retreat until Vet2 when the gun got decent pen and I believe at Vet3 it was almost as fast as a T34 or faster. The salvage artillery needed above a certain amount right? Cant remember because I was a Falls spammer back then, the Airplane loiter even gave a free Falls, shit was broken. I think you could reinforce during the loiter, not sure if it was free or not. In: COH2 Gameplay |
Thread: What was, bar none, THE most busted unit in CoH2 history?10 May 2022, 17:18 PM
I am pretty sure the IS2 used to have a stun mechnaic where even if it didn't penetrate the shot could cause a stun. Made up for the shitty ROF and with VET made it better than the tiger which was also strong as hell. Stuka dive bomb could be used in base sector, you could be losing the entire match but one good retreat along with stuka dive bomb to opponent base would at minimum get you back in the game at best get you a rage quit. In: COH2 Gameplay |
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