The problem with this doctrine imo - it hasn't late game tools.
Thats intended, because it has such strong early game tools. Just in the same way as mobile defence for Ost.
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Thread: SOVIET COMMANDER REVAMP DISCUSSION25 Jul 2018, 14:59 PM
Thats intended, because it has such strong early game tools. Just in the same way as mobile defence for Ost. In: Lobby |
Thread: SOVIET COMMANDER REVAMP DISCUSSION24 Jul 2018, 20:51 PM
Soviet Shock Army Whoa no way, dont hate on Soviet Shock Army, its one of the best and my absolute favorite. Its all about pressure, which builds as you keep it applied. Example: Pressure OKW using ppsh and flanking, add in shocks for even more punch, now bring in 120mm to begin pounding their trucks, and finish by pounding them further with Howie. It works perfectly, just as the name indicates how it should be played. I wish more Soviet Commanders could be changed. It bothers me how many of them share 3 or more abilities with each other. This is exactly how the entire Soviet army is designed, they want to give you options of which abilities to mix and match, while at the same time ensuring certain abilities exclude each other. If there was less of this, people would rightly moan that to have a certain thing they have to pick a doctrine they dont want. OPTIONS is good. The alternative might very well be a lot less doctines, which is not good. In: Lobby |
Thread: Tier 4 worth it?19 Jul 2018, 18:04 PM
Panther is not meant to be sole AT, that's why it's expensive and has a slow rate of fire. It's supposed to add resilience, mobility and chase factor to a pak wall. |
Thread: Non-Doctrinal Counter for Urban Cancer?19 Jul 2018, 17:56 PM
Recommend the mortar HT flame shell ability, a couple will burn it down, with not much risk to your units as it can just pull back once fired. If you see they have the commander, rush critical buildings early, before capping. You could also ignore it and double up on the other opponent, but be quick and also have a long term plan for the fob. |
Thread: Luftwaffe Doctrines20 Jun 2018, 19:17 PM
If you do use the close air support, the best tip is to use the strafe near to map edges when you can, and always direct it away from the closest map edge This will make the planes hit their target faster giving opponent less time to dodge. The AT strafe is brutal vs infantry, if you hit. Also vs vehicles try to get rear armour, but it's going to be better vs snared vehicles. |
Thread: Why Panzer IV is stronger than T34/76?12 Jun 2018, 20:45 PM
War is chaos. War is hell. COH feels like real war, because you cannot control all outcomes. Even the best players are constantly surprised and caught out. This makes it fun, exciting, and the skill is managing that risk, good players always come out on top. In: COH2 Gameplay |
Thread: Why Panzer IV is stronger than T34/76?12 Jun 2018, 08:28 AM
The point I was making is you can't reply on random damage. But you must consider it, or it will catch you out. To do this you make engagements in your favour by out numbering opponent. This is why I'm saying don't just 1V1 a tank. You may lose even because of bad luck. In: COH2 Gameplay |
Thread: What to do against Soviet double sniper in 2v212 Jun 2018, 08:24 AM
Cloaked g43 and MG42s is a good idea. But you can also try ostruppen, as this slows the bleed with larger, cheaper squads. Then mortar spam. |
Thread: T70 rush against Osther breaks the game?11 Jun 2018, 20:37 PM
I like to counter with grens, use the increased faust range bulletin, pick doctrines which have the sprint ability (the one thats now part of the camo ability). Dont click faust until the T-70 is in range, this way they fire it better and dont just attempt to keep following after the T-70 without actually firing. Also, place grens near corners using line of sight blockers like buildingds and trees, near to where the T70 is going to want to pressure you. Save plenty of muni for as many fausts as possible, lots of grens. Maybe forgo the tellar, to keep those munis ready. If you combine that, with sprint, you can actually hunt them down! Finish with a 222, or just keep them out the action until you have better counters. Or even bring shreks to finish the job, you can use the Storm troopers one and completely skip T2 if you like! (Just make sure to back teck for pak after T3). I find not many people are ready for sprint + increased range faust. In: COH2 Balance |
Thread: worst patches in coh2 history11 Jun 2018, 20:16 PM
Flame HT was a medium tank. Kv8 wiped things by blinking at them. Assault support Doc strafe pinned your inf into base early on. Tiger Ace was the most OP though. In: COH2 Balance |
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