War Spoils could be so much better if:
Some bulletins would be unlocked by achievements (how it was prior to WFA) and some would be drop-only.
With commanders, they could make it so when the player is awarded a commander, they get to choose which commander. They could have the drops split so the player would get an uncommon commander drop, a rare commander drop, then a premium commander drop.
The probabilities would of course be split so premium would be least likely, but at least the player has some resemblance of a choice.
Hell, they could even just split it up between axis and allied commanders.
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Register Time: 20 Jan 2014, 06:00 AM
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Register Time: 20 Jan 2014, 06:00 AM
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Post History of Gbpirate
Thread: Anyone else annoyed by the day 1 DLC within DLC?28 Aug 2015, 02:09 AM
In: Lobby |
Thread: Stuka CAS: OP or UP?28 Aug 2015, 01:54 AM
If most people think that Stuka CAS is so OP... why has Relic not done anything about it? I think if it attacked ONLY in the zone and the zone was made smaller it would not be so difficult to judge which units are in danger, thus making it easier to survive. As for the units outside of the zone being attacked, I think if any unit starts inside the zone when the ability is activated, it is fair game for the Stuka. The only defense against it, in terms of vehicles, is hiding behind shot blockers. With enough HP most vehicles can survive. Hell, in the second replay, the SU-76 survives at least one run out in the open. The stuka missed some of it's shots. |
Thread: Stuka CAS: OP or UP?27 Aug 2015, 07:07 AM
After trying out this meta using the Blitzkrieg Commander, Panthers, and command P4s earlier this year, I have decided that Lightning War is simply the best commander for Ostheer in 1v1. It is entirely due to the fact that Stuka CAS is amazing. If you don't know what it is, listen up: Stuka Close Air Support is a timed ability that costs 200 munitions. It calls in artillery smoke but is a loitering Stuka that attacks any enemy units in the zone (or coming out of the zone) in three passes. It also does a few reconnaissance passes, making it vulnerable to AA fire. It works best against Soviets not using ISU-152 or the IS-2, as their gunner is deadly against the Stuka, sometimes killing it before one pass. As a result, it can be 200 munitions well spent or two hundred munitions into the meatgrinder. Against Americans, it's great. It's only challenge is the M20 or the AAHT but at 12 CPs in the game, neither of those vehicles are usually on the field. Stuka CAS works great in two ways: To help repel an enemy attack or to assist in an advance. Additionally, it can be used to harass an opponent. If I have enough muni income, I'll often use it just before I believe an enemy attack is about to commence. I have two examples of Stuka CAS helping me win the game. The first one was actually a close match. The second example was simply me using three MGs to basepin my opponent, then Stuka CASing him to death. Is it OP? It certainly can seem like it. What do you all think? Is this play style only suitable at my or a more mediocre rank rather than a top 200 level? I have three of the mine cost reduction bulletins on, moving tellers to a cost of 41.5 muni and S-mines to 49 Muni. I almost always lay tellers early. 2-3. In order to use Stuka CAS to its fullest, I minimize the use of grenades late game, build 1-2 Munition caches, and make sure my upgraded infantry don't die. If they do, I just don't buy upgrades unless I have a clear advantage and can spare the muni. Feel free to share your thoughts about the question below i.e, how is it over-performing and how would you like to see it changed? Edit: just realized I forgot to put in a "working as intended" answer. |
Thread: GG on Kholodny Ferma27 Aug 2015, 06:49 AM
Another 1v1 of me using Stuka CAS to ensure victory. In: Replays |
Thread: MG42 vs Maxim27 Aug 2015, 06:34 AM
The title here is real confusing. MG42 vs. Maxim, Maxim wins every time in equal cover at equal set up time. That's just how it is for some reason. That's how it has been. Against infantry like OP is talking about, I'd recommend getting two MGs. Or you can put an MG bunker on a flank. Hell, in the late game if your squad preservation is going well, you can buy another MG42 then. Have three. The more the merrier, am I right? S-mines are also an option. A squad of Pgrens on a flank can help. MG42 is better than Maxim in almost every respect though. Maybe in a building the Maxim is better because it has the same firing arc as the MG42. Anyway. Get more practice with MG42s. It helps a ton. In: COH2 Balance |
Thread: British Patch 3 Sep27 Aug 2015, 06:27 AM
Oh dear God no. Please no. That would really put a dent in any Wehrmacht force. You see, if I, as a 1v1 Wehr player have 1 fuel, 1 vp, a muni point, and a few strategic points, that's great. Ten minutes in the game, I'm doing decent. Weathering the soviet assault. I got MGs, a Pak, 3-4 grens, maybe a 251 or a 222, then, all of a sudden at the 12 minute mark, I hear the sound of a Katyusha. I'm done, man. I've been holding my ground like any good Wehr player in the early game, but that Katy just wrecks all. If the Pwerfer was still available in Ostheer T3, I'd be all for moving the Katy to T3 as well. But it's not. So any T2 heavy Soviet player has to be either out-microed, mortared to death, or burned with a mortar HT. This isn't all the time, trust me. But hell, it can be quite frustrating. Anyway, as a general note, this patch seems good. We must kiss away our M3s with flamer engies or penals, say good bye to our beloved Barton Car (M5 with double flamer) and be content with the M5/T70. I'm excited for OCF. A good 1v1 tourney is what we need right now. In: COH2 Gameplay |
Thread: Help with counter sniping the soviet sniper team 26 Aug 2015, 16:40 PM
4x Grens -> Tech up -> Flamer HT is a reliable build order to counter Sniper play. Do not engage on open fields where he can shoot your Grens and withdraw and shoot again. Stay behind shot blockers and defend your territory or capture external territories. If you want to attack then come from multiple directions. Once you got your Flamer HT push together with your Grens (who should reinforce if needed) and be careful about AT nades or Guards. Get a PaK40 as soon as possible to counter light vehicles. I think if I tried this I'd get rekt. Does it work at such Godly ranks, Theodosios? Flame HT is not in the meta at all and a T70 or ZSU would wreck it. I could see my PaK gun getting decrewed by snipers as well. Those risks are necessary? |
Thread: Stuka CAS op?21 Aug 2015, 19:35 PM
I won this game with a combination of three MG42s and Stuka CAS at the end. Lightning War + CAS seems to be my go-to strategy as Wehr in 1v1. NB: according to CELO, my opponent was ranked 1538 as Soviet, I was 1301 as Wehrmacht all in all, it was still a good game from both sides. In: Replays |
Thread: Steppes slugfest15 Aug 2015, 20:47 PM
Close game on Steppes. Lots of Soviet armor, indirect fire, etc. It was hard for us with a low amount of fuel but the game could've gone either way. It was quite the draining experience. In: Replays |
Thread: StuG Idea - Swap TWP for Barrage9 Aug 2015, 15:07 PM
I think Target Weak Point is an important ability that aids in the survival of the Stug and the Pak guns. The allied factions have such a focus on fast, medium armor that TWP is one way to maintain survive-ability and reduce the chances of one's armor being flanked. It costs nearly as much as a teller mine and has an almost identical purpose. It is not overpriced; as Ostheer, one must often decide between upgrades, mines and unit abilities/actions, especially when the munitions are split even or not going in the axis team's favor. TWP fits Ostheer's faction design. Does the Elefant need TWP? Eh, maybe not. But that's a different discussion. If you see vetted Stugs/Paks, expect TWP on important vehicles when pushing. Edit: Voted not sure. while I'm 100% against Target Weak Point on Both STuG's and Pak-40s(hard AT weapons should be capable of self stunning you'd think they'd learn that lesson from DOW II) I see your point with this... perhaps an ability to fire an HE round effective against soft targets and infantry would be appropriate? That really defeats the purpose of the Stug though. The Stug III G is a tank destroyer in this iteration. In: COH2 Gameplay |
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