I disagree with the common thinking that in the 4v4 team games that the best way to play 4v4 matches is two separate 2v2's.
I've asked this question before, and the answer I got was that it is better to split up two to each fuel.
I just played a match, redball express, and we split up two to each fuel. We were forced off of both fuels and quickly lost the match.
I think splitting up two to each fuel is bad thinking, and I'll explain why. THis is on maps like redball, Hill 331, Essen Steel Works, General Mud, Steppes.
First of all I should let it be known that I got teamed up with a guy with anger issues, on Steppes, his screen name was King to be exact, because I tripled up the middle fuel, as opposed to what he wanted me to do which was each of us split up 2 to each fuel.
First of all, if you're assuming your opponents are going to let you take both fuels, to me this is fundamentally bad thinking. Only a n00b team, is going to allow you to take both fuels. Any team with a decent amount of experience is going to be sure to hold at least one fuel, and if they don't you probably would have won the match anyways with such bad strategic thinking on their part. And if you lose your gambit of splitting up to each fuel, you've essentially forfeited the match with how important fuel is in the early game.
Allies have a stronger early game than Germans, that is well known. 2 Allied team members, can consistently overpower 2 german teammates together in the early game. To me it is better for the german team to concentrate on holding about 50% of the map early on, and teching up, before you start pressuring the other sides of the map.
Even if I had gone 2 to each fuel with the other guy, we may have lost our gambit and lost that fuel, and may not have even held center fuel since I wouldn't have been there to help on that one. We were in a much better position in the match to win the round (we ultimately did lose the match, but again King had anger issues and chose to take his anger out on verbally abusing me, as opposed to helping us hold the top 2/3's of the map)
In this redball match, I listened to King's (IMO poor) advice, and went ahead, 2 to each fuel. We wound up losing both fuels, the round was over in under 7 minutes.
I personally do not think, that 4v4 is meant to be played like two 2v2's that a lot of 4v4 players seem to believe. I think it is better to work as a team, rather than 2 separate teams isolated from each other throughout the match focusing on one fuel each. What does the coh2.org community think? |
Reason I ask this, is every game I've consistently been picking T3, mainly for Stug's and last round (I was playing on La Gleize), I was playing a 4v4, my other 3 teammates sorta sucked but I couldn't really take on the allied armor horde because my stug's kept dying, my stug's kept getting stuck, and slowly rotating and just being sitting ducks while they rotated and attempted to reverse away, if there was any obstacle in their way, which there is plenty of on these urban maps. They don't really get side armor shots, it's usually they sit at an intersection and try to repel the oncoming armor horde as it drives into them and if there's any level of flanking on my 2/3 stugs, they die if they get stuck on anything, even themselves.
I feel the panther with it's turret, might be better suited for urban maps, I probably should check the rotation rate, but without vet, the Stug's really aren't that maneuverable and agile compared to the more quick footed panther. This isn't really an issue on maps with big open stretches of terrain.
I don't really feel outplayed that game, since I did get by far the most damage, best KD ratio and most caps, but I think picking T3 over T4 was my downfall.
For that matter, the Tiger I called in performed wonderfully in that it's turret could quickly engage targets on it's flanks and managed to keep it alive during the entire round, got it to vet 2, even while we were getting base raped.
Not to mention, I feel the Panzerwerfer and Brummbar are also better urban weapons than the other tanks in T4 as well. |
Unless we don't control any fuel points, I've been finding if I completely skip T2 and go straight to T3, I can often get out a P4 or StuG in time for the midgame.
Since I quit building T2 units, I can't really justify building the T2 building anymore considering I don't get Pgrens, and my strong T1 opening handles the AI in the match, where I wouldn't build the other unit I like out of the T2 building, the 251 HT.
Usually for reinforcement/heal I build on the field bunkers reinforce and heal.
Usually the Faust ability is enough to repel early game vehicles until the P4 or StuG arrives. |
Right I'm doing MG/Gren/Gren/Gren/Sniper, skipping T2 and going straight to T3 (I prefer vehicles and tanks over crewed weapons and say Panzergrenadiers that T2 offers because of the common tactic of Mortarpit/Katyusha spam and so on and so forth.
Or do you think it might be an ever stronger opening to do MG/Gren/Gren/Gren/Gren/Sniper and then focus everything on getting an AT unit (I prefer Stug's) out ASAP after the sniper?
Usually if I need Mortars/SMoke I get mortar halftracks to cover that later in the match. |
To be fair I'm playing with randoms and I try not to dictate how others play the game, since it's just polite. |
ALl I can say is I'm genuinely starting to hate coh2 since those 2 new brit commanders were added, particularly the fortified emplacements doctrine.
The game just makes me upset, I don't even find it fun anymore really.
It's a rarity that I actually win a match now even after multiple thousands of hours of playing it. |
From what I can see:
* they 4 maned attacked your cutoff, while 2 of your allies dicked around going right.
* You built two mortars first which lent you no capping or pushing power
* You built two mortars completely knowing that once CP 5 hit counter batter was on the field.
* You didnt use smoke to help you push
* You built two grens too late and weren't aggressive enough with them.
On that map you got to grab the middle of the town fast.
Capping power is useless when they hold your cutoff.
I really doubt any of those recommendations would have changed the outcome of the round. Ok so if not mortars, what indirect fire weapon in t2 or t3 I should have gone with? Oh wait, neither those tiers have indirect fire. So skip the mortars and wait til Panzerwerfer?
Considering that the enemy was in multiple heavy cover buildings, really doubt my grens could have done much. |
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I have been playing CoH2 for many years but I believe that I still need some improvements after I lost a round. I would like some more advice on how I would be able to defeat my opponent.
https://www.coh2.org/replay/51123/coh2-is-an-imbalanced-pos |
I have been playing CoH2 for many years but I believe that I still need some improvements after I lost a round. I would like some more advice on how I would be able to defeat my opponent.
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