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Post History of Aerohank
Thread: this is how you play in this patch27 Mar 2014, 00:21 AM
Honored! In: Replays |
Thread: Sandbags!26 Mar 2014, 23:47 PM
Your units die way too fast for this type of play. Also, the thing is that you WILL at some point get pushed back, and at that point you've given your fortifications to the enemy. And the Germans will benefit from green cover much, much more than the Soviets can, so what's the point anyway? You can build sandbags is angles that will only benefit you. Or, you can wire of one side to deny cover. http://www.coh2.org/topic/13627/soviet-sandbag-placement-tips In: Lobby |
Thread: Sandbags!26 Mar 2014, 23:03 PM
Relic wants cover and long range fire fights to be more important and they want to reduce the blind charging of infantry over an open field. This is fine. However, the germans have the correct tools for this type of gameplay; i.e. LMG42, long range rifle nades, G43. While soviets are mostly stuck with tools that are require you to close in; i.e. ppsh upgrade and molotovs, short range penal troops, conscripts doing more damage at close range etc. The only advantage conscripts have now is that they can at least fortify their positions with green cover. Unless the soviets get long range grenades and long range light machine guns, to even out the playing field, I would like it to stay that way. In: Lobby |
Thread: Sandbags!26 Mar 2014, 22:50 PM
No thanks. Sandbags are the conscripts only trump card against grenadiers. In: Lobby |
Thread: So, the new patch sure did some rebalancing26 Mar 2014, 22:49 PM
I now use irregulars. You need to dodge grenades with them constantly but at least they give the grens a run for their money. I've also seen a lot of people go penal troops. However I am not impressed by their performance in their new, short range, role. They suffer the same fate as ppsh conscripts; they lose too many men to long range LMG42 fire before they can get into effective range. Honestly I think on big open maps like moscow outskirts, snipers are the only way to go. On maps like that, Range is king. And the germans just gave more range. In: Strategy Desk |
Thread: after 3/25 patch: what are soviet options for winning ?26 Mar 2014, 22:38 PM
Yeah pios are too good. They can just walk up to a conscript squad and kill them. In: COH2 Gameplay |
Thread: after 3/25 patch: what are soviet options for winning ?26 Mar 2014, 21:43 PM
Not being able to build both tiers will impact exactly 0 games for me in 2v2 or 1v1. I have never built both tiers, though I guess in bigger games this might be more relevant. Soviets T3/T4 have always been too expensive to tech both so this doesn't really change anything imo. If I feel like I've had the edge and want early pressure I'll go T3 and if I'm worried about heavy armor I'll go T4. I'm not really defending lack of options, but realistically this is how it has always worked. It being more expensive doesn't really change much. For you maybe. In 1v1 I frequently had both T3 and T4 building up. This is now made much harder, for no reason at all. A much more elegant solution would be to just add in a 50 fuel hq upgrade (unlocked after T1/T2 was build) to unlock T3/4. It gives the same delay on tech, but doesn't screw over the ability for soviets combined arms more than it already was. In: COH2 Gameplay |
Thread: after 3/25 patch: what are soviet options for winning ?26 Mar 2014, 21:37 PM
Yeah, I asked him why he thought that spamming the same units over and over was preferable to the starcraft-style of tech switching. He did not respond. In: COH2 Gameplay |
Thread: New Soviet Meta26 Mar 2014, 21:35 PM
I just wanted to play with a commander no one uses Well its a decent commander now, even pre-patch it wasn't that bad. I just don't agree with your unit composition in the game being the new soviet meta. In: Replays |
Thread: Patch Notes 03.25.1426 Mar 2014, 21:33 PM
When merging conscripts with other units I noticed the merged unit doesn't change to look like the new squad, look: It was like this before the patch. Conscripts using merge retained their conscript models and conscript armor in the new squads, but gained the squads weapon. This has not changed. Pro tip: now that most units have lost their armor, merge can also be used on guards without making the squad weaker than it would be when reinforced normally. In: COH2 Gameplay |
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