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Thread: Machine Gun Tactics3 Aug 2014, 19:00 PM
With some fun late game tank battles too! In: Replays |
Thread: Ostheer commander loadout3 Aug 2014, 18:18 PM
Storm, Fortified Armour and Ostruppen doctirne for me. Storm I like because of the camoflauge and for the halftrack mines, and the super fast infantry ability is pretty damn useful too. I don't think I've ever built the artillery ( I always forget about it) though. Fortified Armour is just a solid doctrine. Smoke on all vehicles is super useful, Recon overflight is really great. Command tank is damn good as well. Ostruppen doctrine I like as an alternative playstyle where ostruppen supported by a halftrack with pgrens comprise of my main infantry force. It is pretty solid vs Americans but I don't like it vs Soviet. |
Thread: Why Ostheer is in a bad spot3 Aug 2014, 17:17 PM
I disagree with your assessment of maps. Maps with a ton of buildings tend to work well with axis support weapons and flamers. Minsk is just asking for you to turtle up with mg's and paks... What 1v1's are you playing where an ISU is facing off against an Elefant? As for Commanders, I think Ostheer has plenty of choice it just depends on how much you want to rely on specific units rather than have a well rounded arsenal. For example, the only paid doctrine I use is the Ostruppen one. Ostheer is more defensive early on, but so what? They're meant to play like an immovable rock. That's why three of the four units they can build out of t1 are support units. In: COH2 Balance |
Thread: Assault Engineers and Vehicle Crews are Useless3 Aug 2014, 05:24 AM
I've had assault engineers used quite effectively against me by high level players. It was actually quite surprising. They're glass cannons, granted. Vehicle crews do alright. I need to use them more. Anyway the main reason people get AE's is because of demo charge abuse. One of the easier ways to win in competitive play is just to nuke squads with demo charges. In: COH2 Balance |
Thread: Faction Imbalance2 Aug 2014, 23:12 PM
That's true. Best thing I ever did for my micro was learn to play Tyranids against Tex. I don't think there's a massive skill differential between the Coh2 factions however. Lethality and squad count is pretty even for all sides. You do tend to see lower skill players lean towards blobbing or weapon teams strategies though where micro is simplified. In: COH2 Balance |
Thread: Faction Imbalance2 Aug 2014, 22:48 PM
Axis has ALWAYS been more heavily played. It is not indicative of balance and never has been. Likewise when I played DoW2, the playerbase was skewed as such: 35% Space Marines, 27% Chaos Space Marines, 22% Imperial Guard 12% Eldar, 3% Orks 1% Tyranids. All factions were viable in competitive play, but most pro players favoured races like Eldar and Orks. Despite being only a pittance of the overall population in terms of faction popularity. Before Imperial Guard were added, close to 85% of the playerbase was just space marines or their spiky variants. In terms of actual balance, from my perspective in 1v1 every faction is competitively viable. In team games I have less experience, but I tend towards any perceived imbalances being a result of bad play more than anything else. In: COH2 Balance |
Thread: Bazooka-useless?1 Aug 2014, 22:12 PM
What about rear echelons? not like they have allot of fire power to lose... and if you have 2 they should form solid AT backline? I don't play US much so let me know This is typically what I do, if I purchase schrecks. |
Thread: su-85 needs attention.1 Aug 2014, 22:11 PM
Soviet t4 honestly needs a price reduction. There's no choice between Soviet t3 or t4 right now. T3 is just far more solid. Really though, if it wasn't for powerful doctrinal units I don't think Soviets would be very competitive in the late game. The core faction techs too slowly compared to others, and their "shock" units like the T70 and Su76 come out far too late to play an effective role. Wehrmacht has similar issues with their tech pacing, which is why T4 is a very rare sight indeed. In: COH2 Balance |
Thread: Lack of arty options for OKW1 Aug 2014, 22:04 PM
On map: ISG, Stuka, T4 tank mini nuke guy Seems decent to me. They have some doctrinal arty as well. In: COH2 Balance |
Thread: Petition: Remove Projectile Terrain Collision1 Aug 2014, 06:04 AM
You have to consider what is between you and the enemy unit at all times in this game. It's no different than how with infantry combat you have to think about cover between you and the opponent. You know that being on the low ground means your shots are more likely to not hit your opponent. Therefore it becomes a part of your tactics: controlling the high ground means you are better protected, while attacking from low ground will be much harder. You have to stop looking at the game with an a-move mentality. The best part of this game is that where your unit is standing is actually fucking relevant to how it performs. If you position an artillery piece next to a house, it might hit the house instead of where you wanted it to. If you try to throw a grenade, it may get caught up in buildings or hedges in its path. You have to think about these things all the time in this game. Also, tanks generally don't have much ability to adjust their aim in terms of verticality. A few degrees of pivot at most. Not to mention that units on high ground are literally more difficult to hit with any sort of ranged weapon and that has been true for thousands of years or warfare whether you're using bows, guns or tanks. ![]() In: COH2 Gameplay |
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