For OST, isn't Faust unlocked for building T1. Weird requirement since you can"t build unit without it.
OKW was reworked and price of some building were split up so what your asking for is a discount.
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Thread: Necessary changes for OKW3 Aug 2021, 12:33 PM
In: COH2 Balance |
Thread: 221 OKW opening vs Def Tactics30 Jul 2021, 22:18 PM
Tried same opening with extra engineer since it seemed to work decently. Got some quick capping with engineer and saw he tried to rush my gas with his kubel but my engineer gave him pause which gave me a chance to chase with clown car. About 10 secs later I saw a 221 which threw me off, never saw someone rush that unit however I was able to push him back without losing to much. I pretty much controlled both gas due to his lack of units for a bit. I built some mines and bunkers on right side of map to slow down his recapping. At this point, game boils down to me catching his tanks(P4 then JP4 then P4) out of position and rushing them with AT overwatch. GG Some thoughts so far on Commander: I dont know when or where to use AT gun, seems weak and useless. Rather use PTRS and save MP. 2 engineer opening is weak but does allow quick capping so it feels my go to for this commander. MG with penal is strong, helps since there is no elite infantry. Sometimes I feel I need a 4th Penal to push a little better. Mortar with sight does help with this a bit since it softens them up before the fighting really starts. Once it hits VET2, it softens them up a lot. A LOT. In: Replays |
Thread: Fussies vs Def Tactics30 Jul 2021, 22:03 PM
I had a feeling he would go for Fussies so I wanted MG to put fights in my favor. In my last match, I felt after my 3rd Penal I was floating MP before I could call in mg so I decided to try a slightly different build. I opened with xtra engineer then Penal, clown car, penal x2. I feel it helps with early capping for T1 opening along with mine laying/bunker building/tank repairs. During opening battle between his Strum+Volks vs my Penal, I lured him to my engineer and Car which forced a retreat which I chased down to get the wipe. Felt that was huge because now my Penal have advantage vs his Fussies and I don't have to worry about mines. I pretty much start to bully him until I make MG so now 1 gas is locked down and I put down mines on that side to bleed when possible. Decided to give T70 a go even though I suck with it, worked out pretty well. I was expecting a tank but I got mine out before he got his. I pretty much turtled up with MG suppressing while Penal chase away and 120 mortar get in hits causing some early retreats on his part. Eventually I get his P4 out of position and I do the usual rush plus AT overwatch to close him out. In: Replays |
Thread: OKW vs Def Tactics down to 18 points30 Jul 2021, 21:51 PM
Started trying to use defense tactics for another MG option with T1 build. Went with standard penal/clown car/Penal x2. Early engagements went my way along with enemy making early Rak which gave me AI advantage. Usual decap and bleed. He decided to build a Flak track which I was able to destroy with PTRS clown/at satchel. At this point I knew I was ahead gas wise so I rushed Katy, which I barraged his Schwerzer with but couldn't destroy it before it finished being built. At this point, I keep trying to barrage his schwerzer to try and destroy it before it builds a tank. Even built a mortar and rushed my T34 in which I finally destroyed it but he got his P4 out. Now he has built up a sizeable point lead but I felt pretty comfortable that if I got his tank I could turn it around. I slowly attacked him, poked here and there until I finally got his tank out of position for a tank rush and AT overwatch. Got the kill, but I am under 100 point so he build more infantry and Raks, which I use my katy to slowly bleed him until he finally gives up. In: Replays |
Thread: Weak & Incorrect Intel Bulletins29 Jul 2021, 19:47 PM
Does hit the Deck help the Dshka or just maxim? In: COH2 Balance |
Thread: Unit & Ability Feedback29 Jul 2021, 14:42 PM
Could they just change the code so Infiltration gets regular stats instead of the super brens? And make them choose long range or short range just like airborne? In: COH2 Balance |
Thread: Unit & Ability Feedback29 Jul 2021, 14:38 PM
Updated the list. Commando's coming as 3 person squad is dumb to me but they aren't a good comparison to Airborne Guards. Airborne Guards are meant to be upgraded so that when they spawn they don't destroy team weapons as stated by Vipper. Their grenade is also on cooldown for the same reason. Like you said the infiltration commandos come with the submachine guns so if you get a good spawn you can quickly get wipes. EDIT: Also since Airborne Guards are a 6 man team, even after a fight they might still be able to crew a weapon. Personally I think the commandos should come as a full squad and have to be upgraded with SMG just like the other units. In: COH2 Balance |
Thread: Comm/Penal x5 vs VSL, scorched earth x327 Jul 2021, 18:22 PM
Usual commissar build for me. T1/Penal/Car/Penal x3. He went for early cut off I stopped him and then quickly decapped his cutoff and gas with engi/car. He got snare off but if felt it was good trade since his committed to getting my car while I capped map. Most engagements went my was due to catching him out of cover. Once I got CP2 called in commissar for healing and noticed I was trading pretty good so I made 5th penal and went for M5 for quick transport and mobile reinforce. Got his cutoff twice/gas twice and managed to get scorched earth x2 on his gas. Rushed a Katy which didnt really pay off to much but did force a lot of retreating from him. He made P4 and I made T3476 we poked and prodded each other with nothing really happening. He eventually made a Brumbar which I felt was out of position so I rushed him with x3 T3476, after several bounces and misses I chased him to Brum to his ATx2 and P4. We kept missing each other and I called in AT overwatch. He lost both tanks and I lost 2 T3476, thought it was good trade due to being ahead in MP and Gas. He quit shortly after. Thoughts: Scorched earth is a great ability, hard to use offensively but great if able to pull off. Since I went T1 I had no mg, used scorch earth on my cutoff for a nice surprise. Commissar attack buff is great for chase down wipes. I feel as if flametank has no place, Katy does the job safely and cost less. Even though I was ahead I didn't feel like it would have provided any benefit to me. In: Replays |
Thread: How to T7023 Jul 2021, 12:37 PM
Thats why you go with the PTRS penal, with the new Update they get 3 guns and each does 40 damage at 40 range. Not sure if there is a range penalty in clown car don't think there is. So in 2 volleys you are killing it or almost killed the 222, you should be at range and only close in when it tries to run away. I don't like flame engies much against Ost since they get snares to start the game and requires a little more micro from you to keep car alive since you have to get close. I have a couple replays in the replay section. I aint the best but you can see what I mean. Your biggest issue is snare or shreks since a volley will kill you. Edit: AT work so I cant answer more detailed but I put pretty good descriptions in each replay, except my 2 most recent I had put in words but didn't hit reply and it erased everything lol. |
Thread: Just back and blobbing is meta level 16 above22 Jul 2021, 22:45 PM
Just go 2 volks/2 PF, got your early game performance plus snare for clown car. As a T1 player, PF is the hardest to counter due to G43 and their wipe potential when retreating. Shit is really annoying. Also its probably better to go battle groupe and rush a Flak track. T1 gets countered hard when used with G43 due to increased sight. In: COH2 Balance |
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