I can confirm that mortars work well against Dshkas.
Tried yesterday and today and didn't have any problems with countering this unit either by using Mortars (even when enemy got 120mm out, all you have to do is to keep re position your mortar after few salvos), rifle nades, scout cars or the most simple and the most successful - flanking.
If I ever lost a game it was to this bloody Soviet Industry commander although Stugs work semi good against it but that's different topic.
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Post History of OZtheWiZARD
Thread: soviet defensive commander MG27 Nov 2013, 02:01 AM
In: COH2 Balance |
Thread: soviet defensive commander MG25 Nov 2013, 00:33 AM
Suppression and Damage values for this gun should be decreased. Changing its range or set up time is not a good move. I am even for small cost increase but they will have to be careful with this so the unit is not useless. Changing so its CP1 would work as well. In: COH2 Balance |
Thread: Future Balance Items by Relic25 Nov 2013, 00:30 AM
From my recent experience with Germans manpower increase is a bit unfair for them as Soviets can produce valuable combat units from both buildings which means there will be basically 2 Sov units when German will only be able to produce one. That's not right in my opinion. Something that should be looked at. I would even go as far as reverting the changes since we got build time of T1 and T2 increased. Industry commander and 5 minutes T-70 is a joke. It really is. Why this hasn't been hot fixed till now I have no idea but common it's about time. I'd recommend for German players just to stop to play as I can't see how anyone can win against this broken commander when equally skilled players meet. I don't use it till it's fixed myself and I think every Soviet player that doesn't want use exploits or cheats should't be using this commander as it feels like cheating. In: COH2 Balance |
Thread: soviet defensive commander MG23 Nov 2013, 18:12 PM
Its fine that it is more effective than a Maxim. It's only DPS and suppression that's better. You'll take this and it's Maxim with different skin and 120 manpower more expensive. Also AP grants only penetration. It doesn't increase damage of the unit in any way so you're not doubling your dps by using the ability like it is with MG42. In: COH2 Balance |
Thread: Future Balance Items by Relic23 Nov 2013, 18:11 PM
Thats where you are wrong. You shouldn't compare T-70 with 222. T-70 and Flame Half Track is proper comparison as both are shock AI units and skirmish Guards vs FHT is similar to PG and T-70. In: COH2 Balance |
Thread: soviet defensive commander MG23 Nov 2013, 15:54 PM
Sorry Nullist but the range reduction is the most ridiculous idea ever. In: COH2 Balance |
Thread: Tiger Ace robs 1v1 of great games. The spirit of COH is gone23 Nov 2013, 13:49 PM
If German player is decent then Tiger Ace is "I win button". No resources gain is not a drawback at all since its usually called in when resources don't matter anymore. Nothing Soviet can field in 1v1 battle will win against this tank even when Tiger ace is outnumbered 3 - 1. All you can do is rely on lucky ram. You went for SU-85? Good luck. Maps are small enough for a Tiger Ace to react to every attempt of sneaky cap. Don't forget that smart German will prepare himself and get an army of Vet3 Pioneers with crazy fast repair before going for an Ace. In: COH2 Balance |
Thread: soviet defensive commander MG23 Nov 2013, 13:41 PM
I've heard that it is really powerful then someone else says its absolutely useless (haven't heard an in between yet). So as far as what to believe im not sure yet. It's basically a Maxim with better DPS and slightly better suppression but the same small arc of fire. Flanking it shouldn't be a problem but I guess German players never needed to learn how to flank as they never fought against previous MG42. I still can't believe this thread exists as it's more of a Learn 2 Play issue rather then anything else. People seem to forget about the drawbacks of this commander like very weak late game and the need of relying on SU-85 to counter German Super tanks. I'm ok with 1CP change only if they get rid of every 0CP stuff. It's only fair. I don't think this commander is broken either, yes it allows you to skip T2, but not without a cost of AT gun and weaker late game. Why won't we all move to the true silly stuff? Since Soviet Industry cammander's topic is heavily occupied I propose we all move to truly ridiculous commander like Tiger Ace that destroyed 1v1 mode. I know I don't play 1v1 almost at all but I've heard the rumors and have seen the evidence. In: COH2 Balance |
Thread: Future Balance Items by Relic23 Nov 2013, 13:27 PM
In the same way you say a PaK shouldnt be circlestrafed, it can be said that a T70 should go nowhere near a 120 Muni upgraded AT infantry squad that has also sacrificed AI to get it. The same 120 munition Infantry can kill of a T-34 in 3 salvos and are threat to any other Soviet tank except for heavy hitters like IS-2 and KV-8 so I'd say it's fair that they struggle against designated AI SHOCK Tank. It's not like they struggle either as one shoot can bring T-70 down to 25% HP? Just ambush with them. In: COH2 Balance |
Thread: Future Balance Items by Relic22 Nov 2013, 21:27 PM
If you see T-70 in 1v1 then you shouldn't expect SU-85 at all. In: COH2 Balance |
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