Rifle is good as a snowball effect commander that has something to rely on the late game.
You play aggresively early on with 3/4 Rifles, you follow it up with light vehicle play (M20/Stuart) > nades.
At this point you kick vet2 buff earlier due to vet1 Rifles AND you get a freebie upgrade with the flamethrower. The fact that you don't need research nor you have to go back to base is a huge plus.
Profile of elchino7
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: USF cakewalks OKW and Ostheer6 Nov 2015, 17:25 PM
In: COH2 Balance |
Thread: New Faction Discussion5 Nov 2015, 23:24 PM
But i liked it when people didn't use them ![]() In: COH2 Gameplay |
Thread: Volksgrenadiers / Flame grenades / shreck spam5 Nov 2015, 22:58 PM
That moment when 4v4 yolo random is more balanced than 1v1 ![]() In: COH2 Balance |
Thread: Relic Stream Recap5 Nov 2015, 22:52 PM
OKW rework sounds interesting. For the rest it looks more like a Soon™ ![]() In: COH2 Gameplay |
Thread: Things are getting out of hand here 5 Nov 2015, 20:51 PM
ISG? Not saying spamming them as before but 1 would make more of a difference than more Volks. Closed at OP request. In: COH2 Balance |
Thread: A question about win rates and the coh2 charts algorithm5 Nov 2015, 20:17 PM
+1 You should only take extreme examples (+10% W/L) that goes through quite some time (discarding anomalies) for such modes. See what we have now on 2v2 or what used to happened on 3v3+ till before UKF. In: COH2 Balance |
Thread: 2v2 is done5 Nov 2015, 20:01 PM
Up to some point. In the worlds of CoH2 matchmaking, it means that there's a higher chance that MMR is skewed towards the faction with more players upon arming a match. Note: -Difference should be around 5 points, at most 10. What we have now is crap -AT makes a lot of difference and i'll love seeing stats for it. PD: i'm doing fine with the so called "Lostheer" with sniper play and skillplanes. Early on i'll rather have a teller than a LMG. In: COH2 Gameplay |
Thread: CieZ's State of CoH 2 - November 1, 20155 Nov 2015, 19:50 PM
Cannot compare with AI rng planecrashes. In the same way RNG planes got nerf in damage (not removed), abandoned mechanics can be reworked too. -Make it so you need to finish repairs up to 50% -Apply engine damage/destroy/inmobilize upon abandoned Right now you have a 5% chance that the game screw you upon a vehicle engagement. AND it's not always about losing your tank, rather than the opponent saving theirs. In: COH2 Gameplay |
Thread: New Faction Discussion5 Nov 2015, 19:40 PM
IB4 ISU vs Elephant everygame (that was one of the few things we needed fixed asap ) In: COH2 Gameplay |
Thread: OKW Sturm Pioneers Buff 4 Nov 2015, 16:51 PM
All veterancy requirements on all factions and units should be look up. Sturms Weapon range increased from meagre 3 to 10. In: COH2 Gameplay |
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