I think volley fire is fine. If you use it in cover, especially heavy cover, or a building, you are fine if there isn't overwhelming firepower coming in. Using volley fire out of cover is stupid unless if you're trying to hit a pio squad charging at you.
If there's a sturmpio in your face, if you're not in cover, if your RE is out of position, don't use volleyfire. Retreat or reposition.
Profile of Gbpirate
General Information
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: 16 Jan 2026, 01:51 AM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence:
Canada
Nationality:
United States
Timezone: America/Toronto
Game Name: GBPirate
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: 16 Jan 2026, 01:51 AM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence:
CanadaNationality:
United StatesTimezone: America/Toronto
Game Name: GBPirate
Post History of Gbpirate
Thread: Rework volley fire9 Nov 2015, 23:49 PM
In: COH2 Balance |
Thread: 80 minutes of carnage7 Nov 2015, 06:21 AM
Just watch. This is crazy. Would recommend 10/10 In: Replays |
Thread: Why some historical resemblance matters31 Oct 2015, 14:21 PM
I'm still a proponent of the Early/Mid War and the Late War factions. I.e., Coh2 launches with 1942/43 German and Soviet factions and the time period factions can't play against each other. Each faction would have a similar basic structure, but some weapons and tanks would be different. There could be similar commanders as well, but also completely different ones. This would've let coh2 expand on the Eastern Front (with a Finnish or a Finnish/German faction) and conceivably cover each area in Europe; N. Africa, Italy, 1944/45 France/Belgium/Netherlands/Germany. also more $$$$$ for them. This would make balance more complicated, though. ![]() In: COH2 Balance |
Thread: Intense combat!31 Oct 2015, 04:20 AM
Action everywhere, almost all the time. This should be quite entertaining to watch. In: Replays |
Thread: Pershing feedback30 Oct 2015, 18:18 PM
I can't remember how much ISU has been changed but here's a little bit of a throwback Friday: https://youtu.be/S_6GDuNetaY?t=22m19s In: Lobby |
Thread: Rangers30 Oct 2015, 18:09 PM
How do Rangers do with 3 BARs? Also, if they have 5 men and 3 weapon slots, why do paratroopers only have 2 weapons lots with 6 men? I want 4 BARs on my paratroopers, thank you very much. In: COH2 Balance |
Thread: Why has indirect fire have such a big role in games?30 Oct 2015, 17:38 PM
I read a book called "The Last Full Measure: How Soldiers Die in Battle" and in that book, which traces warfare from ancient times (through the Iliad) to modern day. In the WWII section, there was one frightening statistic: 50% of all casualties were caused by indirect fire. I believe that artillery is an integral part of coh. That being said, I think heavy artillery (anything larger than 155mm) shouldn't be build-able in game, but used as call-ins (like most artillery pieces are). I think one thing that would be interesting to do would be, in the original factions, to swap the rocket artillery with the emplacements and put the rocket artillery into commanders. The rocket artillery is much more effective than traditional artillery simply because a player is able to instantly saturate an area with rockets, while traditional artillery is more about area denial or destroying fortifications. I think every faction should get some sort of field howitzer and/or mortar and the overall effectiveness of them should be reduced (at least in terms of accuracy; German mortar sniping moving infantry is absurd). Another note about artillery is the craters; heavy call in artillery (240mm, railway) should create huge craters with heavy cover. indirect fire should play a big role in games, but with the current popcap system, adding more diverse artillery options would only serve to allow players to specialize in an area in large team games, and force players in smaller game modes to choose wisely. In general, Artillery should be more accessible but also restricted both in terms of popcap and accuracy while still maintaining effective damage. If there is some magic set of numbers Relic could come up with for these units that would minimize insta-wipes of lone squads in heavy cover yet allow artillery to accurately hit blobs, that would be an amazing step forward in strategy. In: COH2 Balance |
Thread: Beating RNJesus28 Oct 2015, 05:40 AM
I got 1 honor ![]() In: Replays |
Thread: Direct fire for ML-20 and leFH 1822 Oct 2015, 23:16 PM
I feel like the LeiG and Pack Howitzer would be better fit for the direct-fire artillery role. The ranged attack could then be buffed significantly but limited to the barrage ability. They had that. That was a huge talking point for Relic when they were building hype for WFA. And the M8 Scott could fire directly as well. It was deemed OP though. I guess because you couldn't see the shell coming in? I'm not sure. I think it would be great if every faction got a field artillery piece. The Wehrmacht had several of differing calibers, I think the largest being 155mm. The leig is based off of a French design, anyway. I don't know if the British had any tiny artillery but they did have a 37mm gun from WW1 but I don't think they would've used that in Europe. In: COH2 Gameplay |
Thread: CoH Korea22 Oct 2015, 18:49 PM
It was actually the Palestinians. blame them... anyway, LOL at Netenyahu. In: Lobby |
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Latest replays uploaded by Gbpirate
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VS
~TAB~ maskedmonkey2
~TAB~ GBPirate
~TAB~ Napalm
~TAB~ Augustus Marius
RANK47
Kiss my ass please
QQ263613288
Red Army (CHN)
TAB on Rostovby: Gbpirate map: Faceoff at Rostov1-1,147 -
VS
Go hard like Yatagan
Daedroth
Mafia_Muma
succesreussite
RobocopHighlander
~TAB~ Beemer8
~TAB~ GBPirate
Rasco400
Strange bugby: Gbpirate map: Steppes1-1,621
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