If you use attack ground, these things become a lot more powerful. You can hit rear armour and moving vehicles with it from very far away.
Just takes a little practice and you'll get it down in no time.

Thread: Rethinking PIATs29 Oct 2015, 09:54 AM
If you use attack ground, these things become a lot more powerful. You can hit rear armour and moving vehicles with it from very far away. Just takes a little practice and you'll get it down in no time. In: COH2 Balance |
Thread: How much impact on outcomes do you think RNG really has?29 Oct 2015, 09:48 AM
Sometimes you can overextend a vehicle to take advantage of your opponent not being ready for it, but at that level you generally want to know where his potential AT is. It's still risky, seen a lot of games end when the centaur rush runs over a teller mine.
I disagree, I think vehicle abandonment is great punishment for reckless use of a vehicle. If you don't have anything nearby to capture it/destroy it or force off your opponent to capture it more safely, then he very well deserves it. Vehicles get abandoned at such low HP that damn near anything can blow them up. It's also fun and makes for more interesting matches. Shall we also say the same about support weapons or weapon drops? If you're against vehicle abandonment for the reasons you stated, then surely just for the sake of consistency you should be against those too. Or is that exempt because it was in vCoH? In: COH2 Gameplay |
Thread: How much impact on outcomes do you think RNG really has?29 Oct 2015, 08:58 AM
RNG can change encounters. A game is comprised of many encounters, and the overall outcome of a game is dictated by a lot more than a single encounter. In: COH2 Gameplay |
Thread: How much impact on outcomes do you think RNG really has?29 Oct 2015, 08:01 AM
Well no, the deciding factor of that game was tech choices and getting greedy on the Panther kill. As I said before, playing conservatively will prevent this sort of thing. Three M4C Shermans isn't a very balanced force. Certainly sounds like the sort of composition that a Panther eats for breakfast, and depending on positioning (Front armour? Rear? Range etc.), penetration (Only ~40% chance to penetrate panther up close.), supporting units etc it's still a risky fight even with the overwhelming tank force. Maybe if you had a more well rounded arsenal with say, some tank destroyers and infantry based AT, it might have gone a bit better. A t70 can kill a stug on a good day too, I'm sure the shermans had it in the bag. But hey, I'm sure it was strictly the RNG's fault. In: COH2 Gameplay |
Thread: Relic Stream - October 2828 Oct 2015, 23:54 PM
>People bitch and moan about kv8 and flame weapons. >Relic balance them out by making flame weapons not instantly wipe squads >Waah flame hetzer sucks You guys astound me. It's about keeping units out of cover, limiting their movement and forcing them to move. I could see this being a very powerful commander on urban maps.
I thought the whole point was they didn't get vet abilities but instead got 5 levels of vet? In: COH2 Gameplay |
Thread: How much impact on outcomes do you think RNG really has?28 Oct 2015, 23:03 PM
That's a calculated RISK. Emphasis on the word risk. You make the decision knowing that is a possible, if rare, outcome. You can blame RNG for it happening, but if you play conservatively rather than take a risk going for the throat such a thing will never happen. It's a high risk, high reward gamble and it's silly to blame the game when it doesn't go the way you wanted it to. Moreover, even if your gamble fails, it's not like you're anywhere near out of the game. (Unless you ragequit.) In: COH2 Gameplay |
Thread: How much impact on outcomes do you think RNG really has?28 Oct 2015, 16:25 PM
But then the question is: what bone headed decision did you make with the tank that caused it to be in a situation where it could happen? (Overextended, under significant AT fire, running over mines or whatever.) There's always a few tactical errors preceding these sorts of things. In: COH2 Gameplay |
Thread: Patch notes 29 Oct28 Oct 2015, 16:24 PM
Sure, but brits are punished moreso due to how they are designed. Infantry sections are best in cover and on the move they are abysmal. Their emplacements are all extremely weak when not defended and are capable of dying to any small arms, which is quite different from the other factions who stand up quite well to such things. They're not a good mobile fighting force, compared to say USF which can't dig in very well due to their paper fighting positions and lack of sandbags/mines outside of doctrines but have all sorts of fast, mobile units. Brits don't really have mobile firepower until tanks start hitting the field, save for specific units like commandos. So as a result, retaking the field is more difficult for brits to do than the other factions imo and far more punishing due to how weak their emplacements are when not defended. This is also why they have early and easy access to a forward reinforcement/retreat point, among other things. In: COH2 Gameplay |
Thread: Your opinion on the state of the 22228 Oct 2015, 07:08 AM
It kills infantry just fine. It's as good as any other scout car or jeep or whathaveyou. It still has the little machine gun thingy it used to have by default, in addition to the upgun. In: Lobby |
Thread: replace the volks schreck with mp44+faust.28 Oct 2015, 04:27 AM
Dunno why you'd want to get rid of the schreck. They get a shit ton of veterancy from it. In: COH2 Balance |