We didn't have a great start, Ost player did a great job of blobbing his grens and pulling out before it got to dicey for him. i tried to throw down mines through out the game but only made 1 engi at a time. We pretty much were on the back foot most of the game until we buckled down arty the hell out of them and Brit player spammed emplacements. Axis struggled to destroy them and any inf pushes were forced back with either mg or Fear propaganda by either me or ally. The combo proved to much for their Ele/jagdtiger/KT along with the loiter planes provided by Brit with some SU85 for good measure.
Edit: just realized Axis were arranged team
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Thread: Tank destroyers and arty4 May 2022, 21:37 PM
In: Replays |
Thread: Why was thompson riflemen never a thing?27 Apr 2022, 11:16 AM
What about making the Ranger squad an upgrade to rifleman similar to the dozer for the sherman. It could unlock at CP2/3 and would be a straight improvement to the squad in rec acc and damage while maintaining 5man squad. It would probably be better to switch back to the Para Carbine profile so the upgrade causes the Ranger-Rifleman to play the same. Would be easier for user and enemy to understand how and where to engage. In: COH2 Gameplay |
Thread: Why was thompson riflemen never a thing?25 Apr 2022, 17:12 PM
Out of all the units in the game, you picked one that hardly ever gets chosen over the lmg upgrade, Don't mean to drag on but my first statement was purely about mixed weapons, LMG Para are actually the mixed range upgrade since the carbines are close range focused. Yet like you said, LMG upgrade is the preferred upgrade despite that. Shifting topics, the Rangers probably are the unit that should have gotten double LMG with their rifle profile it would have synergized quite well along with their great rec acc. In: COH2 Gameplay |
Thread: Why was thompson riflemen never a thing?25 Apr 2022, 13:28 PM
I have to hard disagree with that statement, PF and Paratroopers literally disprove your point. The best close range units aren't great because all the weapons are CQC focused, they are great due to a good combination of smoke/cloak/durability/ability. For this argument lets stick to Allied units since this issue is seen more on the allied side. Shocks are great due to smoke and extreme durability(armor+6man), Airborne PPSH for cloak and smoke while also having ok durability due to 6 man. I think most would agree Assault Guards aren't as good since they only have durability and have no way to actually close in. But looking at it from a DPS point of view they are every bit as strong if not stronger than the Airborne PPSH despite only having 3 Thompsons. IF we put them in their optimal DPS range (0-10) for both I am pretty sure Assaults Guards would win most of the time due to the weapon switching feature/bug. Since the DPS is concentrated in the 3 models, as the models drop their performance barely falls off until the 4th model drop whereas the Airborne PPSH would lose around 17% with each model. This is similar to Paratroopers in that they don't lose much DPS until the 3rd model however Paras are still significantly better due to Tactical Assault allowing for instant wipes which reinforces the combination I was talking about earlier. What I am proposing is literally a USF Fussi. Thompsons can't be dropped just like G43, both have flares, sprint, snare while the rifleman would also be able to build sandbags and throw down mines. Also the in game 2-thompson upgrade only takes 1 weapon slot so you can even put a BAR on them to make you happy. At that point they would be Fussi on steroids. That is why I was unsure of proposing a 3 Thompson upgrade for both slots which would still be mix and matching but would create the best mainline CQC in the game. For those worrying about balance it would only be in one commander(Rifle Company) and fairly expensive muni wise. So upgrading all of them would be quite an investment and they would still have a weakness at long range. However at close-mid they would dominate and force enemy to try something different. In: COH2 Gameplay |
Thread: Why was thompson riflemen never a thing?24 Apr 2022, 18:04 PM
How would it be shit at close range? It would be worse than Cavalry Rifleman but that wouldn't be the correct comparison since I said I want Thompsons instead of Bars on Regular Rifleman. They would be quite a bit better until about range 20. So I am giving up the long range of the bar for better short range which is where Rifleman should be fighting anyways while still maintaining the ability to snare. EDIT: Just to clear up my thought process, the Thompson upgrade I am talking about would be unique to Rifle company(remove halftrack). Since the commander comes with mines, sandbags, flares and fire-up for Rifleman I am proposing 2 Thompson since any more would probably make the commander OP, however 3 might be ok. Fire up would allow you to close the distance so the long distance damage of BAR would be irrelevant and Flares for attack/flank planning. In: COH2 Gameplay |
Thread: Why was thompson riflemen never a thing?23 Apr 2022, 18:20 PM
Yea, I would prefer regular Rifles with the 2 Thompsons and a snare since most engagments are med-long range. Might not get easy short range wipes but it would be easier to keep LV away. In rifle company, using sprint would allow for some close range shenanigans along with snare synergy like a few of those OST commanders. Rifle commander used to be OP as hell, especially with my 3 Rifleman VET bulletins. Also wasn't the VET on the call in rifleman Random. I feel as though I remember getting Vet 2/3 Riflemans called in. In: COH2 Gameplay |
Thread: Why was thompson riflemen never a thing?23 Apr 2022, 14:16 PM
Cavalry Riflemen = Thompson Riflemen Don't Cavalry Rifleman come with grease guns not the regular weapons so it is not truly a Thompson Rifleman squad. Because rifleman with bars are already good CC units. But they could have been better. I thought 1 Thompson was almost as good as 2 Bars. So 2 Thompsons would have made them great which would justify MP bleed to close in on opposing units. It would have been a better doctrinal upgrade for Rifle company instead of the halftrack. In: COH2 Gameplay |
Thread: Has anyone noticed Grenadiers are really good?17 Apr 2022, 18:23 PM
Your right, OKW can get bullied pretty bad but it does allow an early 15 fuel unit to have some use. Against OST, clown car is mostly pointless despite recent nerfs making Faust a little redundant. Since clown car had its armor reduced a properly supported MG with focused fire can chase off a car if not outright destroy it. Same with UC. Also not trying to pick a fight but you also said grens are locked behind 80mp building. Penals are locked behind 160mp building, start off reasonably stronger but cost 290mp and lose once vet and LMG are unlocked. So that reasoning doesn’t hold up to well. Pretty much that efficiency in a mainline unit can shut down 2 out of 3 units in a tech tier. While I do think grens are to cheap for what they cost I think the real culprit is those goddamn conscripts. They got overbuffed and pretty much make even Soviet elite units kind of redundant. In: COH2 Balance |
Thread: Has anyone noticed Grenadiers are really good?17 Apr 2022, 17:41 PM
Don’t VGren have to deal with the same thing yet get their snares much later. Also wasn’t originally because Grens were built from base and T1 was needed for MG? So locking snare to T1 used to mean something. In: COH2 Balance |
Thread: USF Pathfinder spam is too efficient (2v2)13 Apr 2022, 15:02 PM
Sorry on phone don’t mean to make 2 posts. It is unfair to compare USF to Soviets. Soviets only do fine using conscripts in high end games. You will be on your way to your 4th conscript squad by the time you are building or finish making your 3rd rifleman. Using sheer numbers to overwhelm the MG along with the extremely cheap reinforce cost allows Soviet to do just fine. Making a 4th rifleman is suicide and due to tech timing it takes a bit of time for LT or CPT to hit the field allowing OST to get 4th Gren squad which gives them DPS superiority. In: COH2 Balance |
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