Holy shit you beat my smurf account! GGWP
What you mean? Is it one you try different commanders/builds so it doesn't mess with your rank?
Regardless you made my day. LOL
Posts: 605
Thread: Shock rifle T1/T2 back tech10 Nov 2021, 01:24 AM
Holy shit you beat my smurf account! GGWP What you mean? Is it one you try different commanders/builds so it doesn't mess with your rank? Regardless you made my day. LOL In: Replays |
Thread: Shock rifle T1/T2 back tech9 Nov 2021, 23:49 PM
Wasn't sure which commander to pick , was floating MP but CP took forever to get. Decided on Shock rifles since I had lost so much map messing around. Started off fight decent, however I started to float MP waiting on CP to get elites. Lost map control so I had to claw back. I admittedly played pretty bad, got flamer to remove mg from building, scout car destroyed clown car. PTRS rifles chased away scout car so it never ended up doing much. I get MG out to control his gren blob, works decently and get AT out since his map control has been so much better. I chase his P4 off several times, get 2nd AT gun out and pretty much zone out his tanks. Finally get IS2 out, at this point I take game over. His AT P4 get bullied and he lost a Pak which I destroy. I bully him and he tries to flank but KV8 hits the field and wipes and descrews other gun which I steal. He goes for Panther and rushes me, I kill all 3 tanks and get the W GG I played horribly didn't really deserve to win with how bad I played for the first 10 mins but I got it together and pulled it out In: Replays |
Thread: USF Pathfinders need to be balanced9 Nov 2021, 20:06 PM
I agree, a lot of it RNG dependent but since they vet quicker they can stay ahead of mainlines in combat performance and compete with elites until they get their vet up. All assuming bars of course. Another possible solution to view range is making it like spotting scopes, they only have extended vision when they stay still maybe even out of combat if it isn't enough In: COH2 Balance |
Thread: USF Pathfinders need to be balanced9 Nov 2021, 15:59 PM
Pathfinder are pretty much balanced atm, they're good early game but start losing engagement once squads get vetted and elite infantry hit the field. Kind of, those Elite units need to vet up first to beat down Pathfinder with bars. Since Pathfinders vet pretty quickly compared to other squads fighting a Vet3 double Bar with say a PG ain't the best idea unless you catch them out of position. The increased damage along with the native crit chance can cause a otherwise decent engagement to go sideways. In: COH2 Balance |
Thread: OKW 1 pls give me tips9 Nov 2021, 15:45 PM
Couple pointers 1. You seem to randomly build sandbags, think about putting them where your enemy cant benefit. For example the sandbag at the VP could have been put behind the fence to the left instead. That way destroying it takes a lot longer while also allowing only you to benefit from green cover. 2. Units take increased damage while building, you lost a unit due to that and took extra damage earlier since you built close to the enemy 3. Why did you rush Battlegroupe? If it was to get your MG out earlier you need to be more agressive with them. The one covering the gas literally did nothing for a minute or 2. Match was 10 mins so quite a waste. 4. Maybe try playing the comp a few times to practice build order and capping. I would get the VG out first so you can put down sandbags and then get fussies so that benefit from them until they get their G43s. In: Replays |
Thread: Gren Stg , Volks StG's . Pgren Stg's...9 Nov 2021, 15:37 PM
What your saying is a bit strange, every allied elite comes CP2-3 while PG can come earlier especially if your talking team games. Falls are CP2 but are doctrinal like most allied elites. In your last statement you say tanks which means your talking mainly team games if POP is that big of an issue. If your not then fitting in 2 Obers is feasible along with 2 MG and 2 raks which is fairly meta. Only when your talking Panthers is POP that big of a problem. Going to your original post, aside from combat performance, players go for Fussies for their Utility such added sight and Flare which ends up being fairly useful in all modes. I think that is where VG should get a buff, maybe the ability to throw down a cheap AI mine that drops only 1 model similar to the soviet doctrinal one(7 muni I think). This way VG would be able to dictates fight better with out messing with overall balance. I agree in theory about USF, but in practice since they are designed to assault they need to get in close with double bars which causes a unstainable amount of bleed which is fairly well known. The whole Pathfinder/scott meta allows the USF player to bypass this massive weakness while still paying similar to the same in weapon upgrade cost(1 or 2 Bars) along with same tech cost. In: COH2 Balance |
Thread: Gren Stg , Volks StG's . Pgren Stg's...9 Nov 2021, 14:33 PM
What you described is pretty much every elite AI unit so it is not a unique problem. Now I am not sure if you meant Two Ober squads to Vet2. Which is a lot of initial cost/bleed but it is supposed to be. OKW seems to be the only army that can easily fit in several Elite squads with out wipes. Soviet: most elite players go 3 conscripts 2 guards or 4 conscripts 1 guard. Other elites seem to be out of favor due to MP bleed or lack of utility. USF: Before Pathfinder spam going for 2 or more Para's was a resource drain due to their target size and late arrival. Rangers were even worse since they due the exact same things rifle due but without snare. So at that point why even make it. Ost: How often do you see high end players go for 2 PG let alone 1 outside of non-meta strats. The point is you can't buff one without thinking of the other due to how blobby all WFA are. In: COH2 Balance |
Thread: USF Pathfinders need to be balanced9 Nov 2021, 14:11 PM
At that point, its that players problem. The game is dynamic, if someone found a counter you got to counter that counter with a counter. Jokes aside, reducing their base performance means they can't be spammed to open a game. Even if their vision isn't reduced there is less vision overall due to the USF player having to make more Rifles. On top of that if all those changes were implemented aside from synergy with crewing weapons or spotting they would be irrelevant. EDIT: What about making them similar to Jaeger command squad, only one can be called in, increase in price, CP1 or 2 so that they still provide beacon for Paras. In: COH2 Balance |
Thread: OKW Ostwind rush, fun game8 Nov 2021, 16:39 PM
Since the earlier game was quicker than I wanted I decided to try and do another SMG penal with back tech. I noticed he didn't have a fusi commander so I had a chance of making it work. 2 engi to clown car opening trying to cap as much as possible. He rushes my gas with VG and sturm so I stall as long as possible with engi and clown car. Keep them separate so they don't focus down car, send penal to reinforce but they beat me back. My 2nd engi rushed over to his gas and capped it to slow his capping, threw a mine down to weaken any attackers. Worked since his VG only had 3 models it took for ever to force my engi to retreat. Back to my gas I push with 2 penal squads and clown car, don't meet much resistance so I hurry up and decap as much as possible and rush to decap his closest point so even If I don't decap everything he wont get resources unless he takes the time to recap. I see him attack with JLI and not fully reinforced squads so I assume he is holding off reinforcements to get out as many units as possible. I get enough CP to get MG and SMG, I try to use MG to catch him out of position but he gets me instead. Luckily my MG made it out ok, I also get LMG airborne to bully his slow firing JLI. I push his side of map again and rush him with SMG scout car, I don't get a wipe but I force 3 squads to retreat and 1 soft retreat so I am in good shape map wise but lost car. At some point he wipes a engi squad but I catch VG out of position and get a wipe and a little later I make him pay for not fully reinforcing another VG squad with a mine and get another wipe. He eventually get his Schwerer down and gets out Ober, I do a decent job of avoiding it or not letting it do to much damage to slow his VET. Due to his infantry pressure I haven't had time to put down T2 which is why I am floating resources. I decide to just rush to T4 which worked out since his Ostwind hit just as I started building T34. I mass retreat which he chases to my base, don't think he realized how much gas I had since I attack him as he gets there and get the kill. Due to my hoarding I have enough gas to get 2nd T34 fairly quick which I use to pressure him. I push him off of the left side of the map but he does a good job of keeping VP drain on me. Since I only have 1 engi it takes me a bit to repair so he keeps pressure on. He ends up making 3 Raks total to keep AT pressure on me, I keep rotating tanks to try and keep his units from digging in. He attacks my 4 model LMG airborne with Sturm Pio but he doesn't notice nade until to late and I get it down to 2 models with low health which I wipe. His P4J hits the field and he pushes for his gas back while trying to set up an attack on my T34 with his RAKs and tank. I see he is in a lane with not much area to move so I call in Airstrike which hits him hard while at the same time wiping his Obers with SMG penals. P4J is low health, no way to repair and I have Inf superiority so he throws in the towel. GG His early pressure was intense, getting those JLI out worked really well for him. Maybe if he avoided rushing Rak he could have reinforced a bit more and kept momentum going a bit longer. In: Replays |
Thread: 10 min game, got 2 quick PG wipes8 Nov 2021, 16:10 PM
Been thinking about adapting T1 start with T2 back tech along with my favorite SMG Penals. Not as good synergy with commander as KV8 but thought it would be fun to try. Really quick game, about 10 mins felt like it was fairly fast pace and fun. Start with direct T1 penal opening, since opp is OST I don't want to make clown car unless he went assgren and don't need the extra engi so early. I cap my close regular points and go for gas with engi, he pushes me with pio and MG. Cool send Penal to his gas to fight off his inf and decap. When I get there I see another pio and start to bully him when I notice he has 2nd MG. I hide behind trees and take shots at this pio while 2nd Penal loops around to flank MG. He see and retreats both units so I decap gas and cutoff. Since he is skipping Gren I make clown car and go to decap behind my stolen gas. He sees my car and instantly retreat so I am free to start decaping. He then pushes again with PG which beats up a penal squad but I do a little health damage and retreat. I place mine on gas with engi and bait him to attack my engi as he goes for decap. He doesn't walk over it until he see car, I use it come in to do kite damage and as he adjust his squad he hits mine and it drops 2 models leaving him with 1 model. He tries to retreat but I get the wipe, since he has no snares I go for SMG Penals and call in Airborne Guards at house near middle VP. I see has scout car so I stay in building to keep his car occupied while rest of army caps/decaps. I kill an engi squad that was attempting to decap my gas with LMG airborne so I have more field presence. I see he has another PG squad so I rush him with SMG clown car get another wipe and finally get AT gun out. He surrenders as I start to put more pressure on him. GG I think a flame truck from him would have done wonders, everyone like to get the scout car but it is fairly rng dependent until VET2. In: Replays |
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