So, Ostheer can use Panzer Tactician to obscure sight on an individual vehicle, infantry can retreat, so, depending on your doctrine, you can be saved.
OKW don't have access to any smoke, I believe, other than WP from Falls/Obers. That's a problem.
Perhaps instead of being super accurate artillery, it could be area denial. Use your imagination: let's say the ability lasts 90-120 seconds, and every fifteen to twenty seconds a huge quantity of high damage rounds fall, rather randomly, in the target circle; the quantity of the rounds, however, will still inflict damage to units in the vast majority (80%?) of the area. Perhaps the first rounds can be not as saturated, or lower damage, thus giving the ability some usefulness in terms of damage due to the rather fast speed, but also some forgiveness for the axis players. This would allow some risky staying power from one's opponents, if they want to stay in a point and cap it between the salvos and also giving said opponents the opportunity to not get completely rekt!
It'd be a compromise, so nobody's really happy, but it still gives the Brits some damage, it gives them the area denial, but it also gives the axis players some maneuvering room and allows their vehicles to escape if they choose. |
IN regards to OP's post about faster vet, it does mess up the pacing of veterancy and, in theory, other factions have the same ability with bulletins, but the issue is the fact that bulletin drops are random.
If (some?) bulletins were tied to achievements like they were before warspoils/WFA dropped, that would make getting bulletins a lot more goal-oriented.
Assuming Cuddletronic comes back to read this, or another Relic employee, I'd just like to say that having a warspoils system and explaining the probability of dropping bulletins/commanders for each faction to the player would lend a big hand to both competitive and casual players. When players know that they're making progress towards something, whether it's with actual %age numbers or words in relation to each other (unlikely, likely, etc.), they're more likely to keep grinding, to come back to the game, to keep playing, to keep putting hours in, and to keep buying dlc if necessary.
I'm loving the 1v1 ESL tourneys. I'm liking the increase in competitive tournaments (4v4, 2v2 tourneys starting this month). I hope this isn't the end of Relic's time giving coh2 major support. War Spoils overhaul, finishing up the Eastern Front with 1944-45 Theatre of War packs, Brits campaign, optimization for hardware, and patches to make under used units/commanders in competitive matches viable (USF Recon Support/Mechanized Co., M8 Scott; role of Penals vs. Conscripts), patches to make the game more balanced/fair for each faction (MG34 for OKW, changing deathloop for Maxim, etc.)
I love coh2. I love playing coh2 competitively. I'd hate to see it go, its servers shutdown, or the competitive player-base to leave because patch support ends. Single player, players who comp stomp with friends, they're all important players - and a much larger monetary and physical base - than the relatively small number of community players.
Thanks Relic |
Can rifles get 3x 3% accuracy bulletin? I only have one and it's "common"... i.e, not drop-able? |
Their kill potential is worthless against tanks because they will never reach their potential. no one except noobs are going to sit there and be hit by multiple shells.
Eh, in 4v4s there are good chances that you can catch heavy enemy armor off guard - particularly the jagdtiger or the king tiger. It's impossible to kill the tank, yeah, but 2-4 howie shells landing on target isn't hard to do. That being said, if you can damage the engine of any of those big fuckers, it's easy to barrage in their intended path and still get a lot of hits.
With priests I prioritize okw trucks, then heavy vehicles/blobs depending on the state of the game. |
Oh my oh my oh my.
I've gotta agree with Long Johns here:
Didn't need the Mortar HT
By getting that, you sacrifice any offensive capability that the stuart would give you...
Rifle nades do the same thing against MGs as the WP rounds do against the MG34, and they're more accurate.
float less muni! More m1919s pls!
As Long Johns says, it's all about momentum.
not sure why you got a fifth rifle. mis-click?
Floating that much fuel you would've been better off replacing the lost rifle with LT, then an MG.
Okay, bed now...
If you had more m1919s you would've shut your opponent down. He would've been done. With your squads in pairs, your *four* m1919s would've melted those volks w/ schrecks. Falls wouldn't have mattered to you. you would gun them down as they approach you, and you would out dps them at range. With nades, you just smoke his supporting MG34. |
In 1v1, Pershing, Calliope, Armor/Infantry company are good choices.
Pershing, for reasons stated below,
Calliope for M1919s
Armor company for flamethrower/mines (Assault Engies have same mine as pershing/inf. co.) and demos, as well as M10s, letting you stay in Lt/cpt tech before getting major/making a comeback
Infantry Co. is good because of M1919s, mines, time on target barrage.
I don't own pershing, so my loadout is calliope, Armor, Infantry. Rifle co. used to be good, but it, like airborne, is eclipsed by others. Mechanized & reconsupport were and still are garbage.
4v4s, I almost always go calliope when playing as USF because it's so good. much better than katyusha, M1919s are great on rifles, RE squads. If there's two USF players, one going infantry, the other calliope is good. I use calliope for blobs/med trucks, priests (en masse) are good for barraging trucks/heavy tanks (like Jagdtiger). 3-4 priests on any truck can lower its health, stop vehicle repairs, and kill retreated blobs.
2v2 it varies; usually calliope or infantry. having on-map artillery is great. you can also popcap abuse (same goes for 4v4s), but armor company can be useful if you have a brit ally on an urban map as they lack flamethrowers. Getting 2 assault engies, however, is risky business. |
Thanks for the advice, I totally forgot about mines in favor of more weapons. I do not like USF tanks, which focus on mobility but can't really flank as well as infantry. Because they are really squishy and probably won't get any veterancy with my bad unit micro.
My use of tanks consist of attacking behind my infantry screen, but I always miss-micro and usually chase and get kited, then killed.
I've thought about the pack howitzer, and I'll be using it as a later strategy, manpower allowing.
Manpower bleed is a huge drain with my kind of playstyle, infantry. I plan on capturing little ground with 2 rifles/group and holding that with sandbags or pits with MGs. My idea is that I can win small battles and push on the enemy retreat.
1) Mines win games!
2) You can flank with tanks, especially on a map like Crossing. Just need to know what AT is where and to knowingly swept the area/routes you're using.
a) don't chase and get shit killed. no need to chase excessively. It's better to take ground and preserve your shit rather than risk your own stuff, potentially losing you the game.
3) Pack howitzer is good, but it won't stop a blob
4) With 4 rifles, that's a formidable amount of infantry, but by the time your fourth rifle came on the field, you had enough fuel for captain but only ~100 mp. Consider making a second RE right away or after the third riflemen squad.
a) With this build, you have a an extra 1.5-3.0 manpower income (because of the popcap difference between riflemen and RE). Additionally, this can allow you to backtech to LT (to get extra AI power missing from 3 rather than 4 rifles, but also, you get access to the .50 cal). Alternatively, you can go Lt - M20 - Captain - Stuart. This delays the stuart by 70 fuel (~3-5 minutes) but it's still viable. M20 can force your opponent to tech to T2 faster/build a raktenwerfer earlier, taking up some of their popcap/manpower but sacrificing their own anti infantry power in the early game.
Even with M1919s, you can still use your rifles aggressively, flanking, etc. I'm not watching past about ten minutes (I want to sleep), but in general I can say that, as USF, using your munitions is crucial. As others have said, use those munis! LMGs, mines (mines in doorways as well; maps like Arnhem, Kholodny, etc., put mines in front of important buildings' entrance(s). Also, smoke grenades are useful. LMG obers, falls, MG34s/42s, LMG grens on the field? smoke 'em. Any infantry that can close (LT, rifle w/ BARs, RE w/ BARs) will do great as well.
M20s are good because you can lay the M6 mine that disables vehicles and does high damage. Late game, building an M20 can be useful just for those mines. Also, you can sub out the vehicle crew w/ an RE squad, grab an extra zook, then give yourself a nice helper for your captain.
In general, don't confine yourself to one build order. Give yourself options. Calliope commander and Pershing are also good in 1v1s (m1919, infantry mines, respectively) |
@OP, what I usually do as soviets, regardless of my opponent's faction, is 2-3 Maxims, 2-3 cons, and a squad of shock troops (with Shock Rifle Frontline), then a T70 if I'm fast, or an SU76 if I'm behind.
With armored assault, you get a distinct advantage over shock rifle frontline with the radio intercept. you know what your opponent has, and can predict what your opponent might build (puma just came out? don't get a T70 or a meatchopper; go su76). The only downside to getting 3 cons rather than 2 and a squad of shocks, you lose a lot of offensive firepower.
Anyway, what I usually end up doing with this build is getting 2-3 SU76s, then an IS2, then teching up. Ideally, you don't lose any units (especially armor).
Anyway, long story short, I'd recommend getting IS2, then T34/85 later, as popcap allows.
Maxims are tricky to use (because of the deathloop on retreat), but when you get the hang of them they can be quite effective. SU76s should be used like mobile AT guns; watch out for AT snares. at 100% health they will get a damaged engine.
Long story short, hold out in T3 for IS2, then tech to T4 if necessary. Teching up is a good way to spend fuel; it's good to spend resources if you're not saving up for anything in particular, popcapped at the end of the game, etc. Examples would be caching, getting T4 tech, back teching to T1 (for a sniper or two). |
Hmm, Mayor? Simcity?
It's, unfortunately, hard to build sim city as the USF :/ |
Also, the point cannot be contested; i.e., your opponent cannot be capping it while you're trying to reinforce. Healing works anywhere, I think. if you attach replay or confirm yourself that would be helpful for us/Relic |