I like the discussion, minus some of the ad hominem going around.
Everything I've looked at recently and in this thread are about what I've seen too in the state of balance.
Just finished up a twenty minute game, Ostheer v Brits:
Aggressive sniper + grens to keep me mobile worked out well. Would've been better with G43s but, hey.
After watching OCF today and yesterday, I'm starting to crawl out of the "camp a VP, fuel, and muni point and pray for armor" mindset and play more aggressively.
I like what dasheepeh said in his list of things. SU76 does overperform. Penals really aren't that great.
I see a theoretical use for them in a 4-conscript build in an urban setting, replace one con with a flamer-penal to help flame out houses. Then, you would tech to T2 and get an AT gun. Then at nades and molotovs. Thus, you've got a strong, mobile force able to take out infantry and vehicles. Add in a mortar, MG, 120mm mortar, guard or shock troops and you're good to go.
I think the lower tier cost really opens things up for soviets.
It's amazing, really, that Soviet play went from building 1 or 2 structures and then call in rape meta to the potential (or necessity) of building all 4 tier structures.
In all honesty, I really wish Relic could just nerf stats on WFA indirect fire rather than eliminating the direct/indirect fire feature. It really was nice being able to fight back against infantry charging the position.
Profile of Gbpirate
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Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: 10 Nov 2025, 18:12 PM
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Register Time: 20 Jan 2014, 06:00 AM
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Post History of Gbpirate
Thread: Current State of Balance28 Sep 2015, 23:18 PM
In: COH2 Balance |
Thread: 1v1 Angoville Farms28 Sep 2015, 23:04 PM
build inspired by (DevM's?) Ostheer play today during OCF today and yesterday. Aggressive Ostheer play is fun with Grens and Sniper. This was fun. Short and decisive with some punches exchanged, then a huge wallop at the end. In: Replays |
Thread: I got rekt by Cruz. Such an honor <328 Sep 2015, 13:48 PM
In: Replays |
Thread: 1v1 help28 Sep 2015, 05:33 AM
Hi, any suggestions or comments or help or mentorship would be greatly appreciated. pls review ![]() I thought I played well, tbh. In: Replay Reviews |
Thread: Current State of Balance28 Sep 2015, 05:30 AM
I am curious as to what everyone perceives the current state of balance. Is any faction really OP? Or are there just a few OP units in a faction? How about recent changes to con/rifle vet 3 and the flame weapon changes? Are all of the insta-wipe units been nerfed to prevent said wipes (ex. M8 Greyhound canister shot)? In general, what needs to be changed (whether it be balance, faction design, maps, DLC system) in order for coh2 to be ESL ready? (I smiled writing that... lol, ESL ready... it's been 2.25 years and we're still not).Thanks everyone ![]() In: COH2 Balance |
Thread: small bug with soviet lend lease halftrack reinforcement28 Sep 2015, 04:40 AM
What is the difference between the assault grenadiers there? And the grenadier_squad_mg42lmg_mp is the call in Gren in the 250 HT, right? In: COH2 Bugs |
Thread: I got rekt by Cruz. Such an honor <327 Sep 2015, 22:15 PM
yay fun Edit: comments or suggestions for me beating cruzz or other top 10 players are appreciated. ![]() In: Replays |
Thread: Ostheer mid-late game common goals?25 Sep 2015, 02:03 AM
My post will be written from a 1v1 perspective. I find a core base of 4 infantry squads - 4 grens or 3 Grens and a PG, 1-2 Machineguns, and a Pak 40 to be a good core. Depending on the situation, getting a mortar or a sniper in addition to the above list works well. As was mentioned previously, two Stug III Gs are effective at shutting down enemy armor. Mines help considerably, especially on maps with choke points (Kholodny Ferma) or lots of roads (Langreskaya). If I get two Stugs for AT, a command P4 is definitely a good option. It modifies damage in the aura to the value of 0.8, effectively giving all your units 20% more HP. With the P4 command tank, my preferred commander would be Blitzkrieg; Panzer Tactician improves survivability of armor and Stuka CAS can be game-changing late game (I usually get 2 muni caches to spam the damn thing). Typically, instead of 2 Stugs, I will go for P4s. One, usually two. With Lightning War, it's possible to get 2 P4s and a Tiger - a fearsome AT and AI combination, especially when the P4s get to double vet (increased armor, HP). At that stage I usually just tech up to T4 and replace any P4 lost with a Panther. This assumes that I keep my vetted LMG grens alive, partially fulfilling the gap of AI if I lose a P4 and replace it with a Panther. NB: with Lightning, you also get access to Stuka CAS ![]() Vehicles I recommend ignoring would be the Brummbar. a Panzerwerfer can just be a waste of fuel and popcap in 1v1 when you need a panther or you need a P4. Mobile Defence doctrine is definitely viable. Command P4 w/ double Pumas (who have Target Weak Point, just like Stug) can effectively keep medium armor at bay. You must tech up against Jacksons or heavy soviet armor, unless if you manage to lure said vehicles into a teller in front of a couple Paks/schreck Pgrens. But, really, that base I put up there, that's where I like to start. After that it's all up to you. It's certainly viable to get a 3rd MG anytime in the game. But remember, always keep your MGs supported with a unit ready to cover their flank or scout for maximum-range suppression. |
Thread: Stuka CAS: OP or UP?25 Sep 2015, 01:31 AM
Why isnt there a neither option? Corsin, if you would have read my OP, you would have seen that I acknowledged the fact that I simply forgot to include that option. If it's worth any fucking consolation, I edited the OP immediately after posting it with that tid bit of info. It's hard to miss, really, considering it's at the very bottom and has it's own line. If you would have read the discussion, you'd have realized that you're also not the first poster to point that out. Finally, I would like to thank you for contributing to the discussion. Also, for anyone still following the thread, What do you all think of the recent changes? (i.e, damage halved, split into two planes. cost is the same - 200 munis). Personally, I don't think they were exactly what was needed. The changes made it harder to shut down, because AA has to shoot two Stukas down rather than one. Also, the tracking was, presumably, not fixed (unless it was a ninja change), so units that leave the zone will still be viable targets. |
Thread: Gunshot Sound Bug!25 Sep 2015, 01:21 AM
Will keep my ears out for gunshot bug. I remember encountering it recently, but not sure when. Thank you Relic ![]() In: COH2 Bugs |
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(I smiled writing that... lol, ESL ready... it's been 2.25 years and we're still not).

