Luvnets > /thread
Anyway: you can always use attack ground with Flah HT. Problem solved.
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: The problem with SHOCKS is....10 Apr 2015, 17:22 PM
In: COH2 Gameplay |
Thread: Relic: Wolfs Lair - Minor Update10 Apr 2015, 15:09 PM
Besides fixing the spawn locations, it would be good if it was tweaked like Minsk Pocket. -Open up a bit the middle and change the covers. It's freaking impossible to maneuver with middles, specially when wrecks blocks the road. -Open up routes through the forest, which at least, infantry could use. In: Lobby |
Thread: The Mortar Thread10 Apr 2015, 05:32 AM
"Don't put mortars on cover", try to hide them behind houses and if you have time spread out the crew with a vehicle. Since a couple of patches ago you can know how a squad will deploy so make use of it. For instance, i would put an MG spread out and then build sandbags in front so as to not get it 1 shot by indirect/nades. In: COH2 Gameplay |
Thread: Panzergrenadiers underperforming (with video proof)10 Apr 2015, 01:31 AM
The one shown in Australianmagic video. PG are not meant to be get 100% of the time nor are non brainers as getting LMG grens. I feel like it's harder to justify more than one of them on 1v1 but the thing is that you don't always have enough munitions to get LMG + flamer + medics + tellers around, so PG is a MP option to have appreciable DPS. In: Lobby |
Thread: about the USF light AT mine9 Apr 2015, 22:21 PM
-Deploy 3 mines -Move 10m and put another 3 -Rinse and repeat -Pray -???? -Profit Don't rely on them that they WILL stop a vehicle like a conventional mine. Rather than advice you from a vehicle flank and with some luck you'll get a crit. In: COH2 Gameplay |
Thread: Panzergrenadiers underperforming (with video proof)9 Apr 2015, 22:10 PM
Its simply a question of cost efficiency. and the pg simply do not have it. @australianmagic if i put a lmg gren squad their the results ( the soviet player was also terrible) would have been the same with less mp loss. if i want a powerful close combat unit then i take the pio with a flamethrower. On that specific situation, not. At those ranges, PG have 100%-50% more DPS in combination with RA. In: Lobby |
Thread: about the USF light AT mine9 Apr 2015, 18:30 PM
Praise the RNG gods, and they shall reward you. In: COH2 Gameplay |
Thread: 1+ hour slugfest, Lefh 18 MVP8 Apr 2015, 22:40 PM
Note: friendly fire, is not friendly. Dat Sector artillery. In: Replays |
Thread: Panzergrenadiers underperforming (with video proof)8 Apr 2015, 16:59 PM
Carbines (Penals, Paratroopers; other units not worth mentioning) and USF have Bars. People tend to polarize everything saying that either it's hugging or max range. I'll remember you that cover is meant to be use and theres plenty of engagements at mid range. Carbines/Assault Rifles (in a general sense) are meant to work according to what type of unit you are engaging. SMG: engage at distance. Rifle/LMG: engate at close range
Cause you are not trading cost effectively. You are securing a victory with heavy losses and munition expenditure, when you can do the same by just soft retreating the guards and using proper cover and micro movements In: Lobby |
Thread: Panzergrenadiers underperforming (with video proof)8 Apr 2015, 15:59 PM
For the 100th time, Assault Rifles =/= SMGs. They are not strictly meant to engage at close range. In: Lobby |
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