Makes maps as semosusky Unfun to play (like they were fun to play at any moment lol). But I dislike the amount of flame weaponary anyway, kills
TBH semoisky summer was my favourite map back then when the fuel point was beneath the base sector |
Ok I'm gonna dig out my own thread again for some tips I found out.
Yesterday I lost about 6 games in a row and that dropped me from my usual ingame rank which is about 10-12 to level 7. So I thought that it can't get worse and I started to try some new tactics.
I want to explain how I managed to win 8 games in a row right now against players that still were on a much higher ranking than I am.
My Ostheer buildorder:
As soon as the game starts, I build an MG42 and move my pioneer to the 'cutoff' building or if there is none, to another important building on the map. I do not cap anything on the way. When the first MG has arrived I place it inside the building and use my pio to cap stuff. Meanwhile the second MG is done and this one also takes place inside a house or behind a green cover point with good view. I then build another pio for capping purposes and after that I build another MG42.
If the enemy also gets inside a building, I use my first and third MG42 to get him out. I haven't noticed that before but two MG42 deal a huge amout of damage even to units inside buildings. The enemy usually has to leave or dies after about 10 bursts. The second MG42 protects the flanks. Meanwhile the pios have capped about half of the map and I tech to T2.
Depending on the enemy I build either a Halftrack (against USF and Sov) or 2 222s (against Brits to counter an early AEC) followed by a Halftrack. Keep in mind to let your 222s target vehicles only until the AEC is destroyed. Even if you lose 1 or both it doesn't matter as long as the AEC is dead. The key tactic behind everything is the halftrack, because a Flame SdKfz deals ridiculous amounts of damage against buildings. 80% of the time the enemy can't even react before his troop is wiped. Sometimes this happens at the first burst. I follow then with a PaK or Shreck Panzergrens (if there is enough ammunition).
In addition I get a mortar HT and place Tellermines like Crazy. Most of the time I control the whole map around 5-6 Command Points. When two MGs cover up the main buildings, the third one can A-move together with the Flame HT and/or The Shreck Pzgrens to keep enemies from capping. If everything works, you get huge ammounts of ressources and you can spam bunkers everywhere because they cost no pop cap.
I know I am anything but a pro, but "casual" players that suffer against Allies that camp in buildings should give this strat a try. And currently the whole game revolves around buildings. |
Some Vet requirements are also pretty absurd.
I played a game two days ago where the King Tiger of my mate killed more than 100 infantry units and had just got to Vet2. I know, it's because of the small damage that inf models take, but that's somehow stupid in my opinion.
With this concept, tank hunters reach Vet much easier, while allrounders such as the Tiger, the KT and the P4 (Sherman and T34 on allied sides) have a much harder time reaching Vet. Am I correct? |
Holy moly. This is better than I could ever imagine.
Amazing, AMAZING work! I'm baffled :-) |
Ok I think he thinks the ingame sounds are of poor quality and he asks for a "more realistic sounds" mod. Could be wrong though... |
The sound effects are way better, vCoH's community is as good as dead.
If vCoH was remaked with better graphics, better sound effects and an optimized engine, I would choose it over CoH2 all the way. |
First thing I would like to see is that units that are completely in green cover don't get suppressed (as it is supposed to be). Currently, it's simple the roll of a dice wether your squad gets suppressed or not. |
This may be a stupid idea, but how about a US Lieutenant getting kissed by a female Soviet Sniper. After all, it is February.
+1 Very nice idea |
Obersoldaten smoking a cig behind a burning T34/85. |
Better helms deep than balls deep |