I was trying to play as Sovs getting stomped (standard tactics), now playing as Germans stopping, and Baba's tactic above is the only thing that gave me a run for my money. Kite well, and the M3s can be really annoying, fast teck to T3 puts an abrupt end to it.. if you get the fuel, which isnt too hard with G43s. |
I have a very hard time defeating someone with poor micro with very good micro.
I play as German, I just wipe the floor with someone who doesn't micro excellent
That my friend isn't balanced game.
+1 |
I cant find the thread now, but several months ago, some found burried in the coh2 game code working moddels for several vehicles from Coh1.
I think sherman was one, but I also remember a Wirrblewind.. all starting to make sence now! |
I agree with Porygon. If the M3 is used well, it can keep being a pain in the ass dealing steady damage and sometimes picking off a squad, and being invaluable for flanking an MG, when it is allowed to.
If it is used correctly, its farily difficult for the german to deal with.. just like a FHT used correctly is.
But either of those units will die very quickly if you are not really really careful with it. Pretty much like COH1 jeep, it wasnt worth it unless you were a ninja with it. |
Looked after well it can be a real pain in the germans side, which often leads them trying to set up flanks to corner it. So he is dancing to your tune instead of the other way around.
It might be nice with penals, but I cant bring myself to ditch the engies, cos its a good way to use the initial ones and having repairs always on hand is what makes it viable.
Its also great for nipping to outlying flags, then engie jumps out and mines while he caps. Can cause havok with this. |
What has happened to the balance  It was pretty nice before. As if germans needed more reasons to spam Grens.
Using M3s is really a gamble against mass grens, and when you lose one the manpower drain is really bad now, they felt dispoasable to an extent before, as long as you didnt get too many. |
Nice poll, good work.
Rzhev winter is much more fun than summer version, the ice is important for providing a bit more mobility, all be it at the increased risk of crossing under fire. I think its one of the best ice maps in terms of risk/reward for using it.
On a lot of the other winter maps ice can seem slightly redundant. Like on Rostov, hardly anyone ventures into the large expanse of ice.. as its kind of a flank to nowhere. Maybe if the island was more to the side, with the open expanse of ice where the island currently is.. it would be more of a focal point. Could possibly make the island feel isolated, which Im not sure if that would be good or not. |
Call me crazy, but I like the current commander system. I dont see how they could fit anywhere near the variety of stuff available now into only 3 commanders with Trees. And if they did, too many things would cross over, every commander would have heavies, elite inf and strong arty. Would seem odd. |
But the KV8 has very short range, so get it fuasted, then keep the fk away with Inf, while using tanks, preferably a stug, to chip away at it, use target weak point and mines.. use its slow speed and short range against it. |
Like Aero said, get some indirect fire, even just a mortar will bait the KV-8 in, try to have a tellar ready on approach and a Stug, use target weak point with your Stug AND Pak... having two lots of target weak point, and hopefully a tellar hit, should allow the Stug to finish it.
Its key to draw the KV8 just slightly out of protection of the ZiS, which indirect fire is a perfect bait and Stug has nice range, so can sit waaay back from ZiS fire.
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