Thank you all.
I usually go Gren, MG, Gren, Gren/Sniper and I just feel that the slightest mistake can force a mass retreat which I find very hard to recover from.
I haven't bothered with Assault Grens yet (I prefer finding a build whose very early game is independent of commander choice if possible), but I'll try that too.
But if that build is good enough and people are having success with it, I guess I'll work on my micro and tactical play.
Thanks again.
Profile of Muad'Dib
General Information
Register Time: 9 Sep 2013, 12:45 PM
Last Visit Time: 24 Jul 2024, 21:24 PM
Steam: 76561198037866060
Register Time: 9 Sep 2013, 12:45 PM
Last Visit Time: 24 Jul 2024, 21:24 PM
Steam: 76561198037866060
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Post History of Muad'Dib
Thread: Ostheer vs USF1 Jul 2014, 18:17 PM
In: COH2 Balance |
Thread: Ostheer vs USF1 Jul 2014, 17:31 PM
I feel that currently Ostheer are at a very big disadvantage vs USF (my experience comes mostly from 2v2s). The first engagement looks something like 2-3 riflemen and a rear echelon troop versus 2 grens, an MG and pioneers, or equivalent, which is for me near impossible to overcome. The price difference between riflemen and grenadiers is not really felt in the early game. Sniper helps immensely, but the loss of map control that getting one costs generally makes me lose once a decently microed AA halftrack comes out. What are your impressions? Do you think it's a balance issue, and if not, could you offer some advice? In: COH2 Balance |
Thread: All CoH2 vehicles so far (updated version)1 Jul 2014, 11:54 AM
The P4 J is there... True, mistook it for the Ost P4 (which would have no place among OKW) Apologies. In: Lobby |
Thread: All CoH2 vehicles so far (updated version)1 Jul 2014, 10:05 AM
And the P4 Ausf J, but that's probably because it would take a while to get both commanders. Great picture anyways! ![]() In: Lobby |
Thread: Russians on Western Front? Really?29 Mar 2014, 13:13 PM
This, precisely. I would still play it, but I'd have preferred more Eastern front armies. In: COH2 Gameplay |
Thread: The underused abilities2 Mar 2014, 22:28 PM
You've forgotten the counter barrage ability for Ostheer mortars. Never saw it used and never used it myself. I just played around with it in Janne252's cheatmod. It may actually be the worst of the lot ![]() Essentially, what it gives your mortar is slightly increased range (equal to the 120mm's). You can turn it on and off at will, and as long as the mortar doesn't start counter-firing it doesn't affect the main barrage countdown. Also, you can actually attack ground while it's in counter barrage mode. The problem is, if the ability actually does fire (which you are supposed to want to happen), that is, and enemy mortar opens fire in range, it launches a barrage at it that, as far as I can tell, is just a regular barrage (maybe some damage bonus - not sure). And then it slaps a countdown on the barrage and smoke that is actually quite bigger (!) than the normal one. Also, at Vet3 the regular barrage range catches up to the counter-barrage one (since it doesn't increase with veterancy). It... sucks. Bad. Its name is quite ironic considering that the Soviet precision strike is infinitely better in mortar-vs-mortar combat. IMO it really should be reworked or replaced. In: COH2 Balance |
Thread: The underused abilities2 Mar 2014, 19:21 PM
These are some abilities (both vet.1 and commander) I feel are underused and/or underperforming in the current balance environment, and the reasons why. I'm not saying that all of them should be buffed, and I've tried to abstain from offering concrete changes to them (since we've seen many times how a seemingly small change to an ability turns the meta upside-down, and frankly most of the time I don't feel competent enough to predict such a change's overall impact). That being said, I find myself using these very rarely, if at all, and I haven't really seen them used much in the pros' casts, or tournaments. While most of the balance discussions naturally revolve around the most popular flavor-of-the-month units/abilities, I feel it's a shame that a part of the game remains more or less untouched in high level play, since that detracts from the depth of gameplay and the number of available strategies. Hopefully future patches or meta changes will make these (and others I've doubtlessly missed) more viable. All of this is from a 1v1 perspective. In bigger games, obviously, anything goes. Ostheer
In: COH2 Balance |
Thread: Aftermath Update Impressions Thread19 Feb 2014, 19:00 PM
Just a few points to hopefully clarify the intents behind some of the changes. Thanks for the update, looking forward to what you have planned ![]() In: Lobby |
Thread: Call to action - Let's Be Awesome Together16 Feb 2014, 17:19 PM
In: Lobby |
Thread: Small update today12 Feb 2014, 15:06 PM
Why do many people seem to assume that the next patch will take as long as this one? Pretty much all patches last year took about 20 days, and from what I understand this latest one has been delayed only because of the Battle Servers, which are a fundamental change. I expect they'll start pumping them at the previous rate afterwards. Have some faith. In: COH2 Gameplay |
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