Enjoy. German OP.
4 man MG squad = OP, Relic revert back to 3.
SageVsIronRoman
by
SageOfTheSix
14th August 2013, 00:09 AM
- SageOfTheSix
Kholodny Ferma (4)
- Ir0nRoman
No chat in this replay.
14 Aug 2013, 00:09 AM
#1
Posts: 1048
Permanently Banned
14 Aug 2013, 04:49 AM
#2
Posts: 1003
Enjoy. German OP.
4 man MG squad = OP, Relic revert back to 3.
+1
14 Aug 2013, 06:22 AM
#3
Posts: 139
what else is OP? scout cars, halftracks maybe stugs? how exaclty is a 4 man crew overpowered?
14 Aug 2013, 13:45 PM
#4
Posts: 1048
Permanently Bannedwhat else is OP? scout cars, halftracks maybe stugs? how exaclty is a 4 man crew overpowered?
4 Man is OP b/c flanking (even with Molotovs) does not force a retreat anymore. Also, an MG can 1 on 1 any soviet squad it just picks up and soft retreat to support or Bldg since guards/conscripts don't do enough damage on the move to really damage 4 man.
This was very risky or not possible with 3 man. This means a German 2+MG start can force your opponent to go T1-T4 and if you can force your opponent to play a certain way you can predict and counter perfectly thus win
14 Aug 2013, 15:17 PM
#5
1
Posts: 2075 | Subs: 2
If 4 man is OP then what is 6 man? xD
TBH, both should have 3 men.
TBH, both should have 3 men.
14 Aug 2013, 16:09 PM
#6
Posts: 271
4 Man is OP b/c flanking (even with Molotovs) does not force a retreat anymore. Also, an MG can 1 on 1 any soviet squad it just picks up and soft retreat to support or Bldg since guards/conscripts don't do enough damage on the move to really damage 4 man.
This was very risky or not possible with 3 man. This means a German 2+MG start can force your opponent to go T1-T4 and if you can force your opponent to play a certain way you can predict and counter perfectly thus win
If you use that logic, then its safe to say that germans should have the late game, but they dont. So how are they OP? Soviets own the early game in general.
14 Aug 2013, 17:48 PM
#7
Posts: 1048
Permanently Banned
If you use that logic, then its safe to say that germans should have the late game, but they dont. So how are they OP? Soviets own the early game in general.
This is a misconception. Germans own early game until ~ 5 minute mark when first clown can come out. If you have T2 up that window for clowns is short and early game goes back to german. IMO Soviet are strongest late game w/ SU-85 guard sniper spam but if you play early/mid game right it shouldn't get there or u should have 3+ P4 for 1 Su
14 Aug 2013, 17:49 PM
#8
Posts: 1048
Permanently BannedIf 4 man is OP then what is 6 man? xD
TBH, both should have 3 men.
I agree with this, although Maxim would need more suppression or damage then.
14 Aug 2013, 18:05 PM
#9
Posts: 271
Germans are good at holding a little piece of land, the majority of any big map usually belongs to soviet in the early game.
You say that a 3+ mg opening forces scout cars, meaning that you force a general tech route, that you can predict it, thus usually counter it.
I agree with the theory yea, but after the scout cars, the soviet has no Need, nor is he Pressed or Forced, to go su85. They usually do that all on they own.
Also, the popularity and threat of clown car openings, cut into the use of the mg42, I went 4 grenadiers for a long time because of it. Now ill go 2 Mg's and 3 grenadiers. And I usually Still need to up gun my scout car in tier 2.
So. Clown cars are forcing Germans into a tech route just as much. Thus doing the exact same thing you claim that makes Germans OP.
Also your play is cheesy and can be hard countered by a cheesy clown car build.
You say that a 3+ mg opening forces scout cars, meaning that you force a general tech route, that you can predict it, thus usually counter it.
I agree with the theory yea, but after the scout cars, the soviet has no Need, nor is he Pressed or Forced, to go su85. They usually do that all on they own.
Also, the popularity and threat of clown car openings, cut into the use of the mg42, I went 4 grenadiers for a long time because of it. Now ill go 2 Mg's and 3 grenadiers. And I usually Still need to up gun my scout car in tier 2.
So. Clown cars are forcing Germans into a tech route just as much. Thus doing the exact same thing you claim that makes Germans OP.
Also your play is cheesy and can be hard countered by a cheesy clown car build.
14 Aug 2013, 18:10 PM
#10
Posts: 1048
Permanently BannedGermans are good at holding a little piece of land, the majority of any big map usually belongs to soviet in the early game.
You say that a 3+ mg opening forces scout cars, meaning that you force a general tech route, that you can predict it, thus usually counter it.
I agree with the theory yea, but after the scout cars, the soviet has no Need, nor is he Pressed or Forced, to go su85. They usually do that all on they own.
Also, the popularity and threat of clown car openings, cut into the use of the mg42, I went 4 grenadiers for a long time because of it. Now ill go 2 Mg's and 3 grenadiers. And I usually Still need to up gun my scout car in tier 2.
So. Clown cars are forcing Germans into a tech route just as much. Thus doing the exact same thing you claim that makes Germans OP.
Also your play is cheesy and can be hard countered by a cheesy clown car build.
Different maps have different builds. On small proper 1v1 maps MG's rule.
14 Aug 2013, 18:42 PM
#11
Posts: 116
Germans are good at holding a little piece of land, the majority of any big map usually belongs to soviet in the early game.
I don't think it does. My start for a while now has been 4xGrens and 1xMG. That takes up a lot of the map early for me. And when they get clown car I just lol as there's only 1 MG to burn and I know they built it for MG counter.
I find Soviets expect lots of MG's so I don't ever go that route now and still always see flameclown every game hunting obvious MG points but no MG's to hunt and kill.
15 Aug 2013, 02:16 AM
#12
Posts: 139
4 Man is OP b/c flanking (even with Molotovs) does not force a retreat anymore. Also, an MG can 1 on 1 any soviet squad it just picks up and soft retreat to support or Bldg since guards/conscripts don't do enough damage on the move to really damage 4 man.
This was very risky or not possible with 3 man. This means a German 2+MG start can force your opponent to go T1-T4 and if you can force your opponent to play a certain way you can predict and counter perfectly thus win
if he went double fast mg just either make mortars or go snipers.. not everything is flanking in coh2.. just because a person cant kill off a mg team with 15 ammo (Molotov) does not mean it didn't do its job.... as long as the Molotov forces a move/retreat I think it did its job... the match up thing Is the same thing with the maxim except, mgs the mg is not overpowered.
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