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Thread: Lenny's Rifle Disruption Tactics Guide9 Jan 2015, 00:26 AM
Nice guide. Funny part about this strategy is that it looks like blobbing that usually means less micro but in fact here it is super micro-itensive and needs lots of skill. But if you can micro more than 10 units indepedently it's a strat for you ![]() In: Guides |
Thread: [LMGs] Food for thought!7 Jan 2015, 00:07 AM
MG08 is much, and I meand really much heavier that MG-34 or MG-42 so I guess it was possible with one men only. Of course not accurate enough to snipe a sniper but that is different discussion. In: COH2 Gameplay |
Thread: AT infantry4 Jan 2015, 18:06 PM
^ Yes, I think that's a perfectly valid solution, too. The thing you are talking about is almost perfectly implemented in the game as AT partisans, they have shrecks, they have mines, they have at granades and they can come out of any building being a nightmare for tanks in urban areas. There are only two problems with them: they are doctrinal and they sometimes get ptrs instead of shreck (but early game it doesnt matter). In: COH2 Gameplay |
Thread: Lenny123463 Jan 2015, 17:06 PM
Wait why I'm not signed in yet? Signing in right now. Keep up the good job Lenny. In: Fan Clubs |
Thread: Remove USF Major and OKW Med truck retreat3 Jan 2015, 14:49 PM
There is no real need to remove forward retreat point from the game. Of course OP is right that it is in some way gamebreaking but I belive that the possibility itself makes the game more interesting. All we need is to increase the cost like adding fuel/munition cost for OKW and manpower cost every time the major is set up. This way the decision to purchase forward retreat point will work only with some strategies of OKW (really not many) and the timing will be also important. For US it will make player think where and when he should set up his major and if he wants to move him or not. In: COH2 Gameplay |
Thread: Build times as a means to balance the game2 Jan 2015, 20:07 PM
yeah, for example soviet t3 and t4 should be cheaper but all units in it should take longer to build. In: COH2 Balance |
Thread: Panzergrenadiers - worth it?2 Jan 2015, 15:12 PM
Yeah pzgrens are the pain in the ass for allies when equipped with shrecks, dual shreck does incredible damage against armour in the first volley, you just need to hide to reload instead of standing like terminator eating bullets as they are fragile. The shreck upgrade is expensive but when you count the fact that you get 2 shrecks it becomes very cheap in fact. As AI the unit is really good but not really worth its price, you pay at least 20-30 manpower for the upgrade possibility you won't use if you want to shoot infantry (on the other hand it's not that much but it becomes much more when you start to reinforce). In comparison with sturmpioneers they have quite good granade that demolishes buildings easily(instead of repeair ability). Btw funny thing happens when you capture an mg especially maxim (that can easily be flanked due to small arc of fire) with pgrens. The enemy cannot flank mg at long range as it will reposition and supress his squads so he will try to come close or mid. And if your mg is crued with healthy pgrens, there is no allied unit (apart from shocks and smg paras) that can win such an engagement as they would have to close in on pgrens, it means crossing mid range under fire of stg that excells on that range and then fighting in close range where it is also quite good. |
Thread: Input Delay20 Dec 2014, 15:10 PM
I haven't noticed any input delay change after performance patch, only fps improvement. For me it is as good as it was after input delay patch, before it was quite long. In: COH2 Bugs |
Thread: Teammates Who Don't Build AT19 Dec 2014, 00:31 AM
It's good to observe teammates teching just to know what they cannot field. For example someone can possibly play heavy t1 as soviets into call ins in 4v4 an he will not have any at and probably won't tell you that. Then you can field enough field guns to compensate if you've gone t2 and let him kill infantry for you. The same goes with usf: if you see a halftrack for example you know that your team mate won't have anything more than zooks for a long time and sometimes even zooks don't hit the field as they are considered up by most players. In: Lobby |
Thread: Was molotovs that heavy?18 Dec 2014, 11:50 AM
Historically, Molotovs were used against vehicles, with the aim of hitting the engine vents. True, molotov was mostly used as at nade and was almost as effective as shreck in city fights, what's more it is basically the only nade that should couse engine crit as it set tanks engine on fire when thrown on the top of it. The best thing about molotov was that it was easy to prepare so it was used mostly by irregular forces like partisans, or by soldiers that were not delivered new grenades. Russians also had really good at granades that killed most german tank instantaneously, the molotov was popular because it was easy to prepare on the front, even with supplies cut. In: COH2 Balance |
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