Lend an ear please.
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That's about 5-6 Sherman (variation unknown) that is at least 800 fuel. I prefer not to inquire what you were doing with your own resources.
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I suppose you need to accept to yourself that you've been outplayed.
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One last gripe, the T button is used as the exit button, but is also the retreat button. Lost games because of this.
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The game is not just about fielding as many Panthers as you can!
you just disillusioned 90% of all coh1 and coh2 players
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Asymmetric balance highfive? Lol the vehicle crew don't mind. Getting swarmed by 20 m10s crushing all infantry I do mind.
I know it's an annoying thing to say, but if you have 6 shermans swarming you, you have clearly done something wrong.
You haven't pushed for a while (otherwise they would throw in their tanks), you haven't recon'd (as you would have notice they are building up their tanks).
IF one USF has 5 shermans, you really need to have a look what happened BEFORE the 5 shermans came out.
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They should've just given USF vehicles self repairing abilities.
Posts: 278
The American faction vehicle crew, decrew pop exploit, is apparently a strategy according to Relic. In some ways they agreed this is not functioning correctly by removing crews on some vehicles (Pershing, Calliope). Vehicle crews are, in my opinion not for COH2. The ability to screw with targeting simply by clicking the exit button, and the silliness of USF requiring
One last gripe, the T button is used as the exit button, but is also the retreat button. Lost games because of this.
I think that the tank swarm mechanic could have a place, but it should be a more of a soviet thing.
Yeah, that retreat/abandon dual function is *really* *really* stupid. God help you if you accidentally catch one of your vehicle crew when you were boxing up a rifle for a retreat. Or if you accidentally catch the Sherman when you were trying to retreat an accompanying rifle out of suppression.
Posts: 179
6 shermans= 880 fuel
average 2v2 stalemate = 1 fuel point each + about 2 fuel caches. should be about 35 fuel a minute (And this is a generous estimation, especially for a late game allied team)
880/35= 25 minutes of fuel floating
lets go 50, shall we?
880/50= 17.6 minutes of fuel floating
in the amount of time they were floating, you could have fielded any one of these:
-4 panthers
-5 P4s
-about 8-10 STUGS
-about 6 PAK40s
-70 222 scout cars (HEH)
So I must say
gg no re
Posts: 2885
Also mind that mines do wonders against tank swarm. The more tanks are attacking the bigger the chance that one of them hits a mine. Many usf tanks die to one teller too.
And last but not the least the fact that you managed to wins should tell you that its in fact ballanced, just beyond your understending in depth.
Posts: 54
Calliope is not decrewable because of manpower income abuse. A calliopes value is its barrage, it is effectively worthless when recharging since it has no gun so decrewing whilst cooldown continues is pure abuse. You can decrew random tanks if you want to get more manpower, but a decrewed tank cannot move or fight so is not contributing anyway whilst you are receiving a tiny bit more manpower.
Stalling out at 100 pop for any amount of time is massive hint that you are a noob playing in noob games tbh, allies never want to stall for 100 pop as quite frankly they get ruined in 100 pop v 100 pop axis. Sure you can overpop as americans but this is only good for one big push where you either plan to win or at least grind both sides armies down as as someone pointed out the moment you are over 100 pop you cannot reinforce your wounded infantry without uncrewing all your vehicles all over the map every time which would obviously end in disaster and is hugely micro heavy.
And who loses to a 5-6 sherman push? Shermans are absolutely garbage lategame lol, will get absolutely ruined by any and all axis heavy armour especially with any mines on the field. They even have to toggle between AI and AT shells so they CANNOT be simultaneously killing your handheld AT/AT guns and heavy tanks.
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And who loses to a 5-6 sherman push? Shermans are absolutely garbage lategame lol, will get absolutely ruined by any and all axis heavy armour especially with any mines on the field. They even have to toggle between AI and AT shells so they CANNOT be simultaneously killing your handheld AT/AT guns and heavy tanks.
just wanting to have exact information on this.
ive read somewhere ( cruzz? someone with knowledge it was) that the sherman AP shell is as effective as the normal shells of other tanks (p4) and He only boosts your AI power, so there is no drawback staying on AP shell.
can someone confirm/deny?
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Posts: 210
just wanting to have exact information on this.
ive read somewhere ( cruzz? someone with knowledge it was) that the sherman AP shell is as effective as the normal shells of other tanks (p4) and He only boosts your AI power, so there is no drawback staying on AP shell.
can someone confirm/deny?
AP rounds is just a general shell. It works against everything. HE just increases AoE but significantly reduces penetration. It's better to stay in AP in general.
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