You're not actually seriously trying to suggest that Combined Arms is a bad ability, are you?
Well, it's bad if you have veteran squads because the buff for Combined Arms is sometimes worse than the veterancy bonuses that the ability replaces!
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Thread: What is StuG TWP supposed to do?2 Sep 2019, 01:47 AM
Well, it's bad if you have veteran squads because the buff for Combined Arms is sometimes worse than the veterancy bonuses that the ability replaces! In: COH2 Balance |
Thread: 1v1 Penal Build Questions1 Sep 2019, 02:50 AM
Thank you, Shadow Link! I appreciate it a lot. I was cognizant of the "penals with PTRS are trash vs infantry" (not sure if that's the exact quote) so I was reluctant to do so but I see your point in having one to deter the deep-diving that can be so punishing. |
Thread: 1v1 Penal Build Questions31 Aug 2019, 10:09 AM
well here it goes My opponent is rank 391 after losing to me in the above match but it was a bit difficult. The match before I lost to someone of a similar rank (thanks to Pfusiliers and aggressive early play that caught me off guard) but earlier today I handily beat a couple people in the upper 100s or lower 200s so ![]() If either of you would be down to give this a detailed overview that'd be great and I'd really appreciate it. ![]() |
Thread: 1v1 Soviet T1+T2 build31 Aug 2019, 10:05 AM
For this thread In: Replays |
Thread: 1v1 Penal Build Questions31 Aug 2019, 01:59 AM
lomg post more lomg post Thanks guys! I appreciate the suggestions. I find the timing for fuel really pushes me into getting T3 early instead of back teching to T2 but often when i'm losing engagements and MP I just delay to T4 so i can save the manpower :/ Just played a game where i lost to OKW because of a 41-kill Flak half track. I didn't think I needed an AT gun but I did :c Would you all recommend I upload a replay (or several) for additional help? I've done that in the past but they don't all necessarily get looked at! With the M3 as second unit I really like the aggresiveness that it brings! Against Wehrmacht, I find a lot of people are stalling for Pgrens, sometimes with Ostruppen, sometimes with assault grenadiers, sometimes just pios and MGs and the M3 is super punishing. Against OKW, the flak HT game I lost, my opponent went Fusiliers which get a faust right away which seems a bit broken to me >:c |
Thread: 1v1 Penal Build Questions30 Aug 2019, 09:48 AM
Hi .org, I'm looking for some tips on my penal build for 1v1s and I've a few questions I usually go Penal Penal M3 Penal Medics Guards. That's pretty set in stone. Depending on the situation i'll go for a PTRS upgrade or DP28s (after flamethrower) to counter light vehicles. I often end up building a second Guards squad or a 120mm mortar (usually Guard Motor Coordination commander) but I find that I am often suffering from mp bleed and behind so I will go for a T34/85 from T4 and hold on during the mid game with just my infantry. What are some ways I can diversify my build? Here are a few things I've thought of but not necessarily tried: 1) Should I get a sniper instead of the 2nd Guards squad? What if I need or choose a heavy mortar which would delay the acquisition of a sniper? 2) What are some commanders I could use that would complement or help diversify this penal build? 3) Are PPShs useful for use with penals, or kind of redundant? On some maps (like Lost Glider or Arnhem Checkpoint) I feel like having PPSh squads would be beneficial. If this is the case, could I go 2x penal 2x con 1-2x Guards? Or would I be better off going 3-4x penal with 1-2 shocktroops? 4) How is a T1-T2-T4 build? Would I be more effective forgoing the second Guards Squad or 120mm mortar and getting one ZiS, mortar, and Maxim? I feel like it would be good in theory but in practice difficult to micro & popcap intensive, depressing manpower income. I was hoping to see some high level Soviet games from recent tournaments but I found a lot of the matchups (especially the 1v1 Elite Showdown) were Brits vs. OKW. Does anyone have any specific YouTube recommendations? Thanks everyone! |
Thread: Poll: Raketenwerfer Change28 Aug 2019, 07:11 AM
I like the idea of a well-thought out poll but some of the questions you've got here aren't yes or no questions and there's no way to edit it after nor make certain questions not applicable based on previous answers (unless you add that option to each question manually). If you really want to make a poll try using Google Drive's survey creator. It's pretty easy to use after dicking around with it for a little while. In: Lobby |
Thread: Volley Fire to Covering Fire27 Aug 2019, 02:41 AM
I've been using volley fire and I find that when it's timed right with the proper support it can be real effective in the first 2-4 minutes. I think they're fine and REs already do too much when you pick the flamethrower or rifle grenade commanders In: COH2 Balance |
Thread: Rear Echelon, to be more supportive and viable ?26 Aug 2019, 11:37 AM
I don't think this is a good idea because REs have their own abilities and uses in the game as others pointed out. The only time I see an issue is when you choose a commander that has specific RE upgrades like the flamethrower because it complicates the RE's combat role The most efficient role for REs is as an AT squad w/ double zooks because the additional sweeper doesn't reduce the combat effectiveness of the squad vs. armoured vehicles and at vet 3 they get a fifth man to increase survive-ability. This efficiency is increased when accounting for other squads that could have bazookas; LT and Captain have a Thompson, so a double BAR on those squads augments the close range DPS of their SMGs. Riflemen are expensive and have good anti-infantry DPS when upgraded. The Major has too little models to be an effective combat squad. REs can take advantage of their volley fire ability when they're equipped with BAR(s)/M1919 but, again, you're better off putting those upgrades on your riflemen or other combat infantry squads like rangers or airborne. With the flamethrower or the rifle grenade package, you're sacrificing DPS if you get zooks or a minesweeper so if you want 4x zooks on the field you're forced to either build an extra RE squad or put zooks on other squads that would be better off in an anti-infantry role. Of course, the LT and Captain provide some utility with their smoke grenades disabling the main guns of enemy tanks if fired directly at them (but REs have this too), and the Captain's fire up ability can help get squads to a position faster to snare or fire more zooks. Perhaps on less open map the RE upgrades make them better for the flamethrower/rifle grenade package and you'd rather get zooks, but riflemen are just real good at mid range with upgrades. The only time you could get a better zook squad than REs is with the airborne support squad that gets the camo w/ the zook upgrade. tl;dr REs are best at being an AT squad with zooks because of the attributes of the squad as well as the attributes of other squads in the USF faction. Did I miss something in my argument here? In: COH2 Gameplay |
Thread: Gamescom - Sega revealing new AAA game 20 Aug 2019, 00:52 AM
huh, looks like something similar to Civilization. You can catch a peak of Notre Dame in there and it looks like an exploring/building game. Looks interesting and the intro suggests you can go into the future or at least near present. Looks neat, I guess. In: Lobby |
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