You can delete Gren Riflenade anyday.Faust is nowhere near what it was.
Gren riflenade is the most unique and important thing grens have. For me you can take lmgs off them with some other buffs but riflenade must stay as it is.
Thread: lmg should be limited to one per squad9 Nov 2015, 00:59 AM
You can delete Gren Riflenade anyday.Faust is nowhere near what it was. Gren riflenade is the most unique and important thing grens have. For me you can take lmgs off them with some other buffs but riflenade must stay as it is. In: COH2 Balance |
Thread: The long forgotten Soviet. 8 Nov 2015, 23:23 PM
Well if he counts sniper as a squad Kappa And I must say that capturing with tanks is really usefull in close games when all vps are under mg cover and you need less than 10 vps to win, won some matches like that ![]() In: COH2 Gameplay |
Thread: The long forgotten Soviet. 8 Nov 2015, 22:41 PM
Then play brits. I like soviet faction and I think that factions should be different not the same so that everybody can choose the one that fits his playstyle. The fact you dont like said faction doesnt mean it should be changed. There are some commanders that need love though. In: COH2 Gameplay |
Thread: SVT-40's8 Nov 2015, 22:35 PM
Guards are fine as they are now that PTRS is somewhat useful vs infantry as well, all they need is AI fix so they don't dance. They dance because they have 2 different upgrades, one that is AI and another that is AT. It means that want to prioritise one and then if they want to prioritise another they need to reposition. Same goes for captain (thompson and zooks) and any other infantry that has such a gimmicky weapon choice. Making them to choose between upgrades would most probably solve dancing problem. In: COH2 Balance |
Thread: An idea to replace buyable commanders8 Nov 2015, 22:20 PM
One vote on bad idea, relic employees really search the forums ![]() In: Lobby |
Thread: What did I do wrong here?7 Nov 2015, 17:07 PM
What can I say? Okw is weakest 1v1 faction right now. From what I can see this patch, last patch meta with medhq, volks, and early kubel into double ISG, jegers, jpzer and ostwind still works the best, not even that much worse than last patch with some micro or carefull attack ground. If you want to experiment there are ways to do so though: Flak ht has its problems but works pretty well vs brits if supperted by sturmpio and raketenwerfer. Wouldn't try it against usf or soviets unless I had godlike micro. Pzfusiliers can also do wonders, they work well against brit sniper strats and usf overall. This strategy needs some carefull raketenwerfer micro as spending muni on g43 leaves you without shrecks, it is good to make only 2 volks and not upgrade to shrecks until mid game. Then you can build more and upgrade them right away. Some players also tend to use falls recently but I dont know how to make it work without flakht. It is a good suplement to anti brit ht strategy I wrote before though. Basically the most powerfull units of okw are now jpzer and raketenwerfer, with the latter one working well in buildings, in camo or in groups of 2 at least, in 1v1 you can hardly make more. The problem is with infantry but the ISG still can give you an edge if microed. The most important thing is resource management. You say you outplayed him. I would say you both forgot about one of essencial parts of 1v1 game. He forgot to retreat, or maybe just has bad reflexes. You totally forgot about resource/strategy part. Both are fatal and there is no way to discuss ballance with such mistakes. As for experimenting: Its a great idea! Okw meta is stale and by experimenting you can sometimes win by shocking your opponent with some kind of build he wasn't expecting. There are 2 principles though: 1. Always change your build only slightly. One or 2 more sturmpios can work well but not 4 of them. 2. Never make your build predictible. The whole point of playing out of meta is to be unpredictible. Your build was both worse than optimal one and super easy to read as it consisted of one type of units. That means it was just plain worse than meta one and you didn't have to play that match to figure it out. Some strategies can be thrown away already on the drawing board. In: COH2 Gameplay |
Thread: What did I do wrong here?7 Nov 2015, 16:26 PM
Ok, I've watched it. First of all what you have to do in the early game is make your sturmpios and kubel fight while volks capture the map. You had only sturmpio early on and that means no map controll and loosing fights because capping even one point at the time means a major part of your fighting force (320mp!) is idle. Thats a major waste. Secondly you fight out of cover, what is partially coused by the fact that you cap on the spots that are far away from nearest cover. Always cap in the spot of the circle that is nearest to cover so you can hop inside if you are being attacked without being cought out of position. And again, you would have more cover if you had a unit that can build it during capture. To precise I dont think sturmpios are bad. I think they are micro intensive to use with 4 expensive models and dps decreasing a lot with every dead model, this is a risky strategy and you were totally not prepared to make it work. In 2:30 with open map and enemy capturing points in the open ground it was a perfect time to choose a doctrine and support your attack with mg34, there is no way to attack with only sturmpios as they should always attack with support of other squad that engages before them and soaks up damage or suppresion unit like kubel or mg to decrease enemy RoF while you charge. What you did instead? You build 4th sturmpio... this is hardly a combined arms strategy to spam expensive units that work badly on current map. Even if you didn't know how bad they are there you should have known by watching first engagement and its outcome. By the time of next engagement you could have had 2 mg34s, 3 volks and a sturmpio instead of just 4 sturmpios... And here comes the second engagement itself: the place is bad as fighting over central vp gives you no resources and it is a problem as opponent has your fuel. You are in a cover position for no more than a second. Instead of winning it with focused fire of 12 stgs you come out of cover and rush into enemy second squad that is already in green cover. You win that only because he messed up with retreat and because it was whole your army blobbed but the problem is you have no territory, and you are not even fighting for it, you fight for a scrap of open ground with no resources. Then instead of pushing the advantage of won skirmish and cutting enemy off resources (north ones) you capped you start to dance under fire in the middle of map, loosing models and having to retreat a squad, that is 1/3 of your shock force. You win another skirmish but again you capture a point that has no value as you are not connected to it and it doesnt cut off your opponent. While it all is happening you float to over 400mp. Now that enemy retreated all his squads you start mining, cool idea but he is still getting resources from your fuel and muni and you still get none. If only you had one capping squad. Oh wait, you have 400mp dont you? When you start capturing your fuel enemy is still connected to it. Remember that it is faster to decap strategic point than fuel or muni point so while you capture it enemy still gets a lot of resources. Cutting him off first would have been much better option. Mind that before you are able to decap your fuel he already connected south one, he is still on the top here. You got really lucky with rifle wipe on a mine. He messed up ofc but he shouldnt have lost that rifle to one mine. Again attacking over open ground, without losses as the opponent plays even worse running to cover and loosing the LT. At least he flanks you and that puts your sturmpios in dangerous situation. Should have retreated that squad much earlier, now its dead. And it was more expensive than LT... Overall in this engagement he looses 300mp and you loose 356mp, well you call that outplaying him? Next one goes better but you are cought out of position in the beginning, that costs you 2 models and you have to retreat one squad. You retreat both for whatever reason giving opponent free reign over top resources. Still floating over 400mp. Mind that because of that float enemy REs capped whole south-west part of the map. It would have been yours if you made one more squad, even volks, to scare them off and cap by yourself. He also wouldnt be so comfortable to attack your resources if his resource points were threatned. Here you end the float making 5th squad of sturmpios... They must have been amazing in this match as you build so many of them, oh wait, they were not. Another problem with spamming only one unit is that opponents has easy time countering it. Rifles are good but flak ht is much harder of a counter to AI squads with no snare. If only some of them had shrecks... You feel that standing in base healing is a bad idea while opponent has the whole map. Well coming out of it with hurt models is even worse one. As soon as you meet rifles you take model losses, should have healed them up better. Again, you are rushing in the open ground into green cover frontally in open ground. Even with more twice more troops you will loose more mp and health during this. Well unless he forgets to retreat... but thats still a win for him as you lost all your fighting strength and are unable to recover territory, after aa ht comes to sweep up wiping another squad. At the same time rifles catch your raketen completely out of position giving flak ht a free window of opportunity. You end up only slightly in favour in terms of manpower value but also totally in the stone age in terms of tech. 100 fuel wit + 10 gives no chances for jpzer. GG Oh and try to use camo on the raketenwerfer ![]() Here you have it. You can tell me whatever you want but that was a really bad match. On both sides. Btw telling that your opponent is unskilled due to wipes when you alredy lost 640mp in wipes is kind of funny ![]() ![]() In: COH2 Gameplay |
Thread: What did I do wrong here?7 Nov 2015, 15:14 PM
Maybe I will but I hate chat warriors so much that I already know it will not be a pleasure. I would watch it without a doubt if not the toxic chat. In: COH2 Gameplay |
Thread: garrison damage bug of 251/17 flak halftrack .7 Nov 2015, 15:12 PM
The problem is that relic ballances it on boolean value. This means it is impossible to go in between. Flak units can either damage one model or all models in building at the same time. That means all flak weapons take from 4 to 6 times more time to kill a squad in building now than before the patch. And is just as big of a nerf at it seems to be. I dont really know how to ballance this. In: COH2 Bugs |
Thread: What did I do wrong here?7 Nov 2015, 15:07 PM
Lol, man, the chat ![]() I'll give you a good advice though: Never upload a replay when you say anything more than gl hf and gg wp. At least you wont loose all the credibility right from the get go. In: COH2 Gameplay |
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