
Profile of Dullahan
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Thread: Mechanized vs Mechanized18 Nov 2015, 04:54 AM
This was a really fun game, got to make use of a lot of different things. BAR discipline was in top form too. In: Replays |
Thread: Change Trip Wire Flares?18 Nov 2015, 04:32 AM
It's totally fine. You guys underestimate how powerful having vision is, especially if you have good trip wire discipline and make sure to put these down constantly when not in combat. In: COH2 Gameplay |
Thread: Strats against the Kubel?18 Nov 2015, 03:07 AM
Early grenades. Use smoke grenade on top of kubel before it can set up if possible. Lets you get to green cover/buildings and dish out some damage to it, or force off other units while it repositions and tries to reset up again. The m20 rush can work, but honestly as someone who regularly builds kubelwagons: I know you're going to rush either an m20. (Especially if you show me your lieutenant) I am going to put a mine somewhere, and when you come rushing down the road looking for my kubel wagon I will bait you into driving over it. Then where will you be? I also get a raketenwerfer pretty early on just in case, but that can be danced around. If you can not get greedy for the kill with your m20, you'll be fine. But I've yet to face a player who didn't bumrush my kubel immediately with it. Just deal enough damage to send it scurrying off for repairs. So I'd say get either early grenades or cautious m20 usage. Bazookas and AT guns both have a hard time hitting the kubel (I've actually killed wounded AT guns with a kubel wagon just by sitting still at medium range and having balls of steel.) but you can get lucky and one shot it. If you're gonna go captain, better have a doctrine with paratroopers or rangers with you or you're gonna have a bad time once elite OKW infantry start hitting the field. |
Thread: Ideas for improving UKF?18 Nov 2015, 02:53 AM
Jokes aside, I'd like to see the base arty scatter reduced a little bit, the bofors actually work against planes (rotates too slowly), and the sexton and valentine reduce to 5 & 7 cp's respectively. Wouldn't mind if sappers got a small price hike to 250 mp instead of 210, I feel like their performance is way too good even without Heavy Engineer kit. In: COH2 Balance |
Thread: What should I buy after 3MG + 3 Panzergren?18 Nov 2015, 01:56 AM
Diagree with some of the above.Mortar is very ordinary unit after nerf.Use only in some maps with buildings/siege type.Force you to build t1.Better off investing in snipers or mg42-pzgren/osttruppen. Mortar is really solid, and I love using smoke so I almost always get it. I get by without scout car simply by getting a mine or two positioned well. Sometimes I have to panic build a scout car, but I don't build it preemptively if I don't have to. (Would rather have a halftrack) Ostwind is far from bad, it puts a lot of pressure on your opponent. I wouldn't get one every game but in the right situation I'd rather get an earlier ostwind than wait for PzIV. I don't use any doctrines with Tiger so *shrug*. After a point I like to try and get t4 up but usually I'm in a winning position at that point. Tiger is probably the better choice, but I like to play with the core army first and foremost. |
Thread: Adjust JP4 cloak range18 Nov 2015, 01:46 AM
out of curiosity In my replay the AT gun is able to hit both the jagdpanzer and luchs while cloaked. It was really inconsistent though. It didn't reveal it though. Which is odd, damage isn't revealing the cloak at all. At first when I saw the video I thought it was because invincibility was toggled on w/cheatengine but after testing it doesn't work at all. The only thing that does it is the vehicle firing and revealing itself or infantry proximity. The luchs has about double the reveal range and cloak delay time. In: COH2 Balance |
Thread: Adjust JP4 cloak range17 Nov 2015, 23:58 PM
There you go (potato internet took some time to upload) Attack ground does work (inconsistently). As do mines. Also after some testing it's worth noting that the Luchs camo is far more detectable by infantry and slower to cloak, so I would suggest swapping the jagdpanzer cloak with a clone of the luchs cloak. Don't think it needs more changes than that. Here's the replay of me testing it. http://www.filedropper.com/testing Didn't try planes since the doctrine I had didn't have any recon. (Or UKF/USF) In: COH2 Balance |
Thread: Adjust JP4 cloak range17 Nov 2015, 17:01 PM
Global: Infantry proximity, All Recon Planes (Doctrinal or unit call in) Sov: Tracking on Su76, Su85 and Zis 3. Mark Target. Armoured Vehicle Detection. Flares. USF: Most reliant on air recon, but they also have non doctrinal air recon which no one else has. Also best infantry AT UKF: Hammer specialization, Tankhunters, 17lber flare. And that's just detection, in terms of negating it: Sov: Mortar Smoke, Shock troop Smoke Grenade. Guard rifle button. USF: Smoke rifle nade, smoke airdrop. Sherman/m8a1 smoke barrage. UKF: Mortar smoke barrage, Commando vet 3 smoke, Heavy Gammon bomb. Whitw phosphorous also stops it from being able to shoot. true of both USF and UKF. In: COH2 Balance |
Thread: Adjust JP4 cloak range17 Nov 2015, 07:07 AM
"I can't counter this specialized tank destroyer with tanks! Also I'm going to assume my opponent outplays me at every turn while I theorycraft using other counters." Smoke and flank is applicable here. Attacking ground is pure theory craft in this case. defending this ridiculous ability is ridiculous. You could do about a dozen other things to reveal the fucking thing. You could use infantry, planes, abilities but if you forget about all that and charge your medium tanks head on at it then attack ground is your next best bet. This is exactly the kind of thing that shouldn't be changed. It has clear, definitive and effective counters. It's not the game's fault y'all don't know how to use them. In: COH2 Balance |
Thread: Demo Charges should be allowed only on buildings17 Nov 2015, 06:57 AM
![]() In: COH2 Balance |
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