The AT rifle nade is just plain troublesome to use. If's as if the thing was launched by a spring instead of blank rounds. :/ |
Let's not get snarky, please?
Emoticons exist to help you indicate humour. Irony in itself does not work well on the web (as any foule knowes..... ) My apologies. m(_ _)m |
Maybe this will help you vent your frustration?
I hope I'm not beginning to sound like a broken record. The tracker has become the place to vent all frustrations. It's a revolutionary design. |
I find Airborne to be more useful on larger maps. Getting the airborne rifle squad on the front line in the middle of a firefight can make the difference, especially if you can bring them in on the flank. Their weapons upgrades are both very strong, but need to be used properly. Cooked grenades are very difficult to dodge. Avoid retreating these squads if possible, because if you can get back to your beacons, you can reinforce in the field. The biggest thing to keep in mind is NOT to use these guys like stormtroopers. They die easily and are easily suppressed. The first instinct with the Thompson upgrade is to rush them headlong into enemy fire. Your squad will die. Use them for powerful flanks to quickly eliminate support weapons teams.
Use Pathfinders to set up DZs for your paras in strategic locations (but not right in the middle of commonly used pathways). The beacons also provide some intel on the minimap as to enemy troop movements. Pathfinders also are great at picking off low-health squads. They get a bonus from shooting at lower health units, giving them a better chance at killing models. Use them to scout, but pair them with good ranged units.
The MG and AT gun callins will help cover any weaknesses in your army if you skip a tech (which you probably should). Remember that neither of these actually come with troops though, so be sure to drop them somewhere safe. Crewing with Rear Echelon is nice b/c it's cheap.
Finally, the Rocket Strafing run is probably the strongest air support in the game. It will heavily damage tanks and make short work of infantry. The trick here is you need good vision. If you can draw them far enough into your line, target the ability behind their units along the likely retreat path for the best effect. DON'T use this ability on the Tiger tank that you catch a glimpse of for 5 seconds. Even if it's low health, you probably won't kill it.
Thanks all you guys, gonna check out those replays and see what can I do to improve on my own play.
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Maybe they have a huge plan to make the next SS when we're all old men. |
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In the current patch, yes. Majority of players have jumped the band wagon and have givin up on usf. Reason from being base pinned to no late game/heavy tanks.
Same goes for okw, currently okw is the strongest, and easiest to play. They have allmost no weekspot but mid game. And mid game s verry short.
Okw is just easier to play and less stressful then ost for the majority of players I think people just want this
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I have to wait aaaaaaaaages to get game though. I would rather play with noobs than not play at all. I think that's why I would understand if there was some option or slider to control this, but I think the system is fine. Just small playerbase, that's all. Waiting a few minutes is not too bad. I've searched in CS:GO and CoH2 for an hour straight before. I actually ate my lunch while waiting for a game. |
In CoH1, there were tables that mapped weapon types to armour types to determine things like damage, accuracy, penetration, etc. Every weapon a unit could use had a weapon type (for example M8 gun, Sherman gun, Garand, Carbine, Kar98, different grenades, and so on) and an armour type (a few different types for infantry and mostly unique ones for all vehicles).
When one unit shot at another, the correct entry in the table was accessed and used to calculate things like damage, accuracy, penetration, and a few other variables. For example, flamers had a 1.5x damage modifier against elite armour, which is why flamers are good against vet 2 Grenadiers. Also, snipers had an accuracy modifier against elite armour that gave them 100% accuracy even when shooting at retreating units, which is why a sniper will never miss a vet 2 Grenadier.
With a system like this, you can fine-tune your tweaks on the per-unit level. For instance, you can give the M8 10% more damage against just the Puma, while keeping his stats against every other unit in the game the same. You have near-infinite options when it comes to making tweaks.
The downside is, every time you go to add a new unit, you have to fill in the target tables for every single other unit in the game, and you have to test each of those interactions in order to make sure nothing unexpected is happening. It's very time-consuming, and makes adding anything new extremely difficult.
That's why in CoH2, they got rid of that system and went to straight health, armour, damage, and penetration values. It makes adding new units a breeze, since all you have to do is assign them values for those four variables (there are some others, I'm sure, but those are the most important). The downside is, if you give a unit 10% more damage, it means that unit will do 10% more damage against everything, and you have to tweak health, armour, and penetration to compensate.
Ultimately, it makes adding new stuff easier, and balancing the existing stuff harder.
It's very obviously the same engine, though it's been heavily modified of course. It uses the same file structure for game data, has extremely similar squad management, and handles cover and buildings pretty much exactly how it did in CoH1. It also uses, with slight modifications, the exact same structure for replay files and the replay system. In CoH1, there was a bug where sometimes if the members of an AT gun team were killed while the AT gun was moving, the gun would continue to move to its destination without the crew. This bug was present in CoH2 during alpha. It would be an amazing coincidence if that bug happened to be present in its exact same form in a brand-new engine. It's much more logical to assume, when taking into consideration the other similarities I mentioned above, that the core engine was taken from CoH1.
i.e. allows more detailed stuff but more troublesome to add new units as well. Sounds like it's worth adding. Makes the game better IMO. |
No, there is not. But I think this is not surprising. USF = impossible mode, and OKW = easy mode. How I see factions now, US = fun mode, Soviet = awkward mode, Ostheer = standard and OKW = alcohol drinking mode. Seriously, I tend to drink some shandy or sake(rice wine) while playing OKW. |