No wonder OP wants to nerf them.
He uses completely wrong units to counter them.
Use MHT, rush with shrecks, sneak up pair of puppchens while volk or two draw bofors fire, same with osttruppen and shreck pgrens.
There is plenty of stuff emplacements can't survive and you're not using them.
And by the way, dual ISG is the proper emplacement counter, not single one. Single one is good harassment tool though as it will force REs to stay and repair it all the time.
Profile of Katitof
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Maybe it's 'cause the Axis players aren't a bunch of forum crybabies, and they keep their cool and fight the uphill battle, unlike some of their "allied" counterparts.
Post History of Katitof
Thread: Decrease of British positions' hitpoints ?5 Jan 2016, 18:26 PM
In: COH2 Balance |
Thread: Allied 1v1 Dominace5 Jan 2016, 17:41 PM
I don't want grens and rifles to have the same stats in different uniforms, I just want grens to be able to keep up with rifles early game in some way That is the problem on faction design level, which will not be able to be fixed without overpowering grens. Or...? USF have just RETs and rifles, they have locked up support weapons, which means they can't rely on them, they are forced to use basic infantry and nothing more, because they have nothing else. Wehr on the other hand have access to various support units from the get go, plus these support units are most cost effective out of all other armies. Grens simply can't keep up with rifles on the army design level for the sole reason of amount of tools they have at their disposal at this early stage of the game. It boils down to field presence and I actually believe that this issue could be fixed by NOT giving USF squads for teching and instead leaving them as optional purchase, just like you have to re buy them after they get wiped. As a result, matchup of USF vs OKW would be grossly imbalanced towards OKW, which again could be counterbalanced by stripping shreck/nade package as well as free truck side benefits(medics, rep pios, aa gun) to the tech and locking them behind side costs. This way OKW wouldn't be as overpowering against brits, who would have more room in the early game, nothing would change vs soviets(except for the side costs for OKW, which would slow them down a bit if they wanted to get everything, not much to do vs sov T2 and cons can't pull it vs volks anymore), except OKW would now need to choose if they want early shrecks or early luchs, USF would have lessened field presence in early game while closing the army cost gap for early and mid game vs ost. There, everyone is happy. just like I want USF armor to keep up with Tigers and Panthers late game. You don't have to copy and paste units to do this. But creating factions with a more equal balance of power at each game stage should help balance all game modes. This part we have pretty covered as well, zookas or USF AT guns alone aren't most effective things, but combined with themselves as well as with jackson support, USF have means to fight all armor except KT and JT. In: COH2 Balance |
Thread: Ghost structures and how to ghostbust it5 Jan 2016, 13:01 PM
Yeah. I know. Sprice thought exactly the same thing when he used captain on me stacking and brit command vehicle AT gun recrew and sherman super RoF exploit. It was smart utilizing of ability potential to stack buffs. It enhanced gameplay and added whole new experience for opponents, who just weren't good enough and didn't adapted to smart use of 20 speed infantry that couldn't die to small arms or 0.1 sec reload shermans. Edit: ah yea, I forgot about the vickers smart use to fully utilize its vet1 some time ago, which Hector just mentioned! In: COH2 Balance |
Thread: Ghost structures and how to ghostbust it5 Jan 2016, 12:50 PM
I know the significance of 50 minerals, believe me. Had my fair share of SC in my life. You're the one who started comparing games that have only RTS genre in common. What is valid tactic/strat in game A isn't really in game B when these are two completely and utterly different games with nothing in common. So yes, what is fine in SC2 is a cancerous abomination is CoH2. Its in the game and you can use it freely until relic decides to fix it or not, but it won't make you any less of a dick by trying to excuse it with different games. Just like sprice buff stacking exploits, ghost wiring is an exploit, less severe, but you're still a-hole for using it. In: COH2 Balance |
Thread: Ghost structures and how to ghostbust it5 Jan 2016, 12:41 PM
For one, because these are fundamentally different games with completely different meta. You don't really place anything on natural expansion spot in coh2, because they don't exist. You aren't rushing your pios to soviet base in attempt to ghost T1 to prevent him from putting T3 up. You're still risking resources in SC2. You are actually exposed when doing so and can be countered in SC2 as you're in your opponents gardening base. You need to actively do it in SC2, you can't do it minute before, leave the structure half finished, call it a day and call it a win in next skirmish. See some slight differences yet? In: COH2 Balance |
Thread: Invincible OH sniper last tourney5 Jan 2016, 12:26 PM
Not saying he needs it. Just saying he does have option that was deemed OP on its counterpart, because reasons. In: COH2 Balance |
Thread: Invincible OH sniper last tourney5 Jan 2016, 12:07 PM
Yes snipers are bad. But what is worse is ostheer sniper ability. Plus, ost sniper can still get sprint through doctrine ![]() In: COH2 Balance |
Thread: Ghost structures and how to ghostbust it5 Jan 2016, 12:06 PM
SCV=50 min, marine=50min. Drone=50min 2 lings=50min. Only probe is cheaper then zealot. And there is fundamental difference in your examples and coh2 ghost wiring. In 100% of your examples, it does NOT work if you do it before the opponent is actually fighting you, in coh2 you're supposed to place the obstacle that opponent would have to cut or blow up, in SC2 ghosting is part of actual micro during actual combat. For that to even be comparable, you'd have to ghost wire during the fight, not spam the map long before you'll even see first opposing unit. In: COH2 Balance |
Thread: Enough is enough, fix the Rifle blobs5 Jan 2016, 11:18 AM
Grens cost 240 and reinforce fully for 90mp, which is 37% of total squads value. Rifles cost 280 and reinforce fully for 112mp, which is 40% of squads total value. Cons cost 240 and reinforce fully for 100mp, which is 42% of squads total value. Moreover, grens have 0.91 rec acc while rifles are little below 1 and cons little above 1. You're right, grens are too cheap to reinforce. ![]() In: COH2 Gameplay |
Thread: Conscripts VS Volks?5 Jan 2016, 09:36 AM
PGs wreck them at any range on equal vet TBH, sturms need vet5 to do the same(assuming cons are vet3). In: COH2 Balance |
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