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Thread: Universal Carrier20 Apr 2016, 01:00 AM
Add 5 fuel, buff durability and make the MG upgrade not a turd. In: COH2 Balance |
Thread: I really enjoy playing brits19 Apr 2016, 05:35 AM
They have moments for sure. What's a shame is that they decided to waste units on emplacements and defensiveness instead of the British mobility - they were a fully motorised fighting force on the continent in this time period, just like the US was. In: Lobby |
Thread: Call of USSR: Modern Warfare18 Apr 2016, 08:51 AM
The original campaign and faction design was intended to represent the time period of 1942-43, roughly. There were no KTs or IR halftracks and such for Ostheer. Both factions were sort of like a "greatest hits collection", an iconic version of Russia and Germany that popular culture remembers them as. Everyone knows what a tiger tank is, only war nerds know what a Tiger II is. Casual WWII shooter fans love the MP44. The stereotype of the Soviets is that they threw endless waves of manpower and inferior equipment at the Germans. So the faction has more men and worse equipment. There are a few cool toys the USSR gets, but they mostly got more normal stuff and there is definitely a bias of the Axis getting late war equipment stock while the Soviets get early-mid war equipment stock e.g. late model Panzer IV vs early model T34, or the Soviets using molotov cocktails as their standard grenade and raw conscripts for infantry while the Germans aren't forced to use their late war equivalent "desperate defense" formations. For the Western Front expansion, they shifted the timeline to late 1944/early 1945, and the OKW thus got EVEN LATER war equipment and was themed to be EVEN MORE ELITE. Fine in a vacuum, but now the Soviets are facing 1945 prototype equipment using desparate cosncript formations and T34/76s. Then the British came out and the Allies got their EVEN LATER LATE WAR equipment, stuff that had barely come online by the time the Germans surrendered like the Comet. They added in Pershing for USF so they weren't as left out, but Soviets could definitely use maybe a new doctrine or two with something cool and late war. In: COH2 Gameplay |
Thread: T34/85 vs Tiger meta was the best18 Apr 2016, 08:35 AM
Been with CoH2 since alpha, heavy tank callin limits tech/doctrine changes that made mediums more viable were the best decisions they ever made. Putting soft limits on engine crits was the second best change they ever made. Swapping in PzIV for sturmtiger, probably top 5. Medium tanks being viable is so much better than that old stall-for-heavies pudding meta. In: COH2 Gameplay |
Thread: thx coh2 for keeping RTS alive15 Apr 2016, 09:41 AM
I'm just hoping that CoH2 keeps it alive until we get CoH3, hopefully a game they are in sufficiently good financial circumstances to ship in a technically optimized state. In: Lobby |
Thread: 3v3 allied strategy / builds?14 Apr 2016, 23:22 PM
We switched tactics last night and did well in the one game we played. Since it's a lot of losses over a long time that I'm generally complaining about it's hard to generalise to all of them. But some of the significant problems we have faced have been: - The enemy just has so much more field presence, while we are sometimes unable to even hold half the map. Lots of volks especially. - We have initial success but they overwhelm our chosen defensive positions with indirect. It's quite common for the one or a mortar pit the team builds to be down before the Cromwells have arrived. - Walking Stukkas are a major problem on some maps. - They get panthers and heavy stuff when the game drags on. Stalling artyfest vs OKW is a cause of quite a few losses for sure. Volks blobs are something we see essentially every game. Double Shreck pgrens is common. Typically they have a difficult to crack combined arms force that involves heavy use of infantry, Schrecks + LMG + some vehicles and crewed weapons backed up by ISGs or Stukkas, sometimes both. That's something we realistically face most mid-games as you'd expect. We don't lose every time. Sometimes we win, but it's anybodies game and sometimes luck dependent. Getting a good hit from a Land Mattress can turn the tide sometimes. My mines paying off will give us the armor advantage, but that is reliant on them not sweeping and me getting lucky with hitting them. We have something like a 1.1:1 WLR. Last night we changed tactics as I said at the start of the post - I'm going for fewer commandos in the mid-game, either 0 or 1 and instead getting 3 engineers before my cromwell comes out. Then I heavily invest munitions into Bren guns to help against enemy infantry. I've only tried this once and it worked, but I don't know how tennable it will be, we've had tactical changes in the past that seemed to work initially but where it turned out to just be a coincidence that it worked first few times. USF player also switched to SU for that game which I think helped. IS2 was great to have on hand late game along with Katy. In: Strategy Desk |
Thread: All "stuka" stuffs are simply too op, Nerf it14 Apr 2016, 05:29 AM
I definitely feel like walking stukka is too good for price in the arty duel wars that some maps in larger modes descend into. For a non-doc unit that can come that early it's essentially the equal of any doctrinal arty pieces. It's one thing to be dodging it in 1v1s, it's another to try and avoid getting wrecked when you've got your forces split into 3 places and you're managing a big team battle. You can and will lose units, especially support weapons and sometimes regular squads. What I REALLY feel is a shit unit that needs to be deleted is the wallhack halftrack. It's such an odd unit because in low modes it was so useless that nobody built it, now it's so cheap that it's a complete no brainer if you're in a team game. It synergizes with other players and especially well with artillery. Maybe cancer empalcement commander is the solution to my allied team game woes In: COH2 Balance |
Thread: 3v3 allied strategy / builds?12 Apr 2016, 09:56 AM
To clarify, do you mean 2 additional squads, or 2 total? Because I wind up with 2x inf sections usually. In: Strategy Desk |
Thread: 3v3 allied strategy / builds?12 Apr 2016, 06:26 AM
I've been doing more 3v3's in recent times and while we win about as often as we lose, we're not really climbing the ranks. So I thought I'd ask for general ideas about specific builds to try. Generally we play 2x UKF 1x USF, but this is flexible. - UKF 1 builds MG, Inf section, then techs up to get sappers and mortar pit. AT gun comes to stall until Cromwell. - UKF 2 builds MG, Bren carrier, then techs up and does basically the same thing. - USF builds several rifles, then goes Captain, usually gets Pak Howitzer. I may be missing a few things in the USF build order. Sometimes we get a sniper as needed as UKF. But in 3v3, on a lot of maps we just get stomped. The More OKW, the worse it usually gets. What are viable 3v3 builds / strategies? In: Strategy Desk |
Thread: Reduce Braces Effect/ Mortar Pits less accurate12 Apr 2016, 00:54 AM
Price is negotiable but I'm thinking it needs to be quite good to be competitive, but not so good it becomes the new meta. Maybe make it do a little bit less damage than regular mortars, but with solid accuracy and the highest rate of fire since the shell is only 50mm (smallest mortar in the game). In: COH2 Balance |
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