Best bet is getting as much AA as possible. I'd say double AA halftracks.
I feel like two would be enough to completely neuter his planes very quickly.
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Thread: Counter to CAS?10 Oct 2015, 03:32 AM
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Thread: Oct Balance Preview Patch Notes Gathered WIP10 Oct 2015, 03:30 AM
whats the commadnos dps now upclose..?? it should not be higher than shocks imo...also rip okw (all game modes) Why not? They have less armour than shocks, are 4 CP and require a heavy 500/540MP investment to call in with the glider. In: COH2 Gameplay |
Thread: October Balance Preview10 Oct 2015, 03:09 AM
They completely fucked up the only good things that brits had decent after giving up on emplacements,for real you think this is all good? Brits have a lot of good things going for them. In: Lobby |
Thread: T1/T2 or T1+T29 Oct 2015, 23:27 PM
I always get both. I get T1 first for scout car/sniper. T2 I feel is necessary to get because you really need the option of Maxim/AT gun in the mid game, and the mortar is always useful. I play a very long early game, but I feel like my t3 vehicles still come out at a useful time. |
Thread: Why Vaulting is Overrated9 Oct 2015, 23:24 PM
Eh, it just means machine guns require more active play than placing them in a static position mindlessly. They also require more supporting units. In: Lobby |
Thread: Improving Coldtech9 Oct 2015, 23:07 PM
Gain vision over your opponent. This can be done through flares or garrisoned halftracks. (Units inside see further than units out in blizzard) Use smoke barrages to make key targets less useful. Use fire pits near the front to warm your troops up before assaulting with pgrens/shock troops. (It takes time to get cold.) Or just spread to the corners of the map and take territory. Using troop transports you can strike multiple areas of the map very quickly depriving your opponent of territory. Destroying firepits at your opponents natural resources also make recapture more difficult for him. By seizing the initiative, counterattack becomes more difficult since he has to leave the safety of his firepits. Meanwhile you can get back in the halftrack and drive off after he waltzes all over to you and then attack the part of the map he just left. Soviets in particular were very good in blizzards due to their flare veterancy abilities on the sniper and mortar and their recon ability on t70/t34. Germans however had the advantage of bunkers, earlier halftrack and scout car vet ability detecting infantry. OKW had the flash light halftrack and kubel wagon vet 1 ability for their own blizzard detection, Americans had smoke rifle nades and fighting positions but had troubles remaining mobile during blizzards. (Which is fine, because normally they are spread all over the map and blizzards ended up isolating their squads forcing them to consolidate a bit more than usual.) If you honestly took advantage of your opponent hunkering down, you could seize huge swathes of the map during blizzards. It also gave you an advantage if you scouted his position before attacking him. It shook up match up dynamics, putting Ostheer/Americans on their backfoot while giving Soviets/OKW new opportunities for map control. The original Soviet/Ostheer match up is one of the most interesting in the game during blizzards because of how the factions were designed. Without blizzards the match up is less interesting, and units like the t34/76 had to be buffed significantly. (The soviet tech versatility also got neutered.) In: COH2 Gameplay |
Thread: KV8 and KV1 excluded from 1-on the field heavy limit?9 Oct 2015, 21:37 PM
I don't think any units should be limited to 1 unit cap. Except for perhaps very unique units like the King Tiger or Tiger Ace. But that's less for balance purposes and more for fluff ones. What should happen is VP bleed should be fast enough to actually end games before someone can amass an absurd amount of fuel needed to actually build multiple heavy tanks. In: Lobby |
Thread: Conscripts vs Pgrens9 Oct 2015, 21:34 PM
There was so much infantry going on in this match, it was quite hectic. Really shows the importance (and usefulness) of backteching as well. In: Replays |
Thread: How to help brit early game?9 Oct 2015, 20:18 PM
I don't think they are weak at all. In cover IS's are beastly, especially with early squad man upgrade. Vickers is fine. Bren carrier has decent armour and damage output, although I would like to see it be able to survive a raketenwerfer shot before vet 1. Also their t2 comes quick at only 30 fuel. Ostruppen are honestly the only thing that gives them any trouble, and good vickers play will negate that advantage pretty quick. Wasp should be 60 muni for its current performance, grenades should be bundled in with brens and PIATS. Please don't nerf PIATs. If you know how to micro them they are fucking godlike right now at their current price. In: COH2 Balance |
Thread: Whats the US end game plan?9 Oct 2015, 18:58 PM
M8a1 is excellent vs infantry in the late game. It's got tge range and accuracy to really devastate infantry. Also does good damage to structurea and can fire over a lot of terrain witg attack ground. It's absolutely my go to unit in the late game. Follow up with a sherman or jackson. |
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