It would be rather logic that there's a reduced accuracy becuase you don't wanna shoot your ally
You definitely want to shoot the ally in front of you. His fault for getting in your rifle's way |
147. Maxims scared the Germans more than the MG42 scared the Russians and Americans.
148. The Stavka had authorised the usage of the Maxim doctrine where the commander calls in multiple MGs to stop Western Front Germans' Sturmpioniere. |
Just for comparison with ZiS-3 tracking, USF AT gun gets exactly the same+range increase+permanently for half the muni cost. It obviously doesn't have infantry tracking attached to it, but why AT guns and AT armored units can or should track infantry in the first place?
#reliclogic To snipe them
Maybe it's to help them get out of the place before the infantry can actually sneak around the map appearing in the house next to the AT gun. |
Ok, this is about right time that this thread takes a few steps towards the original tracks or then this discussion is over and percentages will be counted in some other thread.
On topic:
Based on my yesterdays games, I would really like Relic to implement some kind of penalty when blobbing too much. I understand that US is really depended on that but too much is too much. I think at the moment it is too rewarding.
IMO there should be some sort of reduce in units status if blobbing over 3 squads (or four, this was just example). That would reward then again more flanking. I know flanking is still valuable game mechanic but atleast in early game this issue is really frustrating when you don't yet have the tools to control the blobs.
What do you guys think? I agree with this though I think the penalty should appear when you group 3 squads together.
e.g.: I've never had to group more than 8 grenadiers(Ost), 10 Volksgrenadiers and Riflemen (OKW and USF) and 12 Conscripts (Soviet) together to fight the enemy. If I go 12 grenadiers I think I should suffer the penalty for the mini blob. It would only be fair to the other player. |
Looking how ZiS-3 tracking was nerfed to the ground with double nerf, HEAT shot works 100% fine and intended.
Old factions simply are not allowed to have good, cost effective vet abilities, it is the privilege of WFA armies only.
Fair enough. Seems like a good way to get the old factions shunned upon. |
I have to say that this is quite true. I've had tougher games against conscript players then against Maxim players. |
Forget about cloaking dissapear. I had my vet3 pak deciding to not shoot every time I told him to. They don't even care about the T34 in front of them. It's a good thing it was a custom game against bots. If it was against players, I would have the crew hanged, drawn and quartered. |
I'll have to get some new reps for this, but the basic idea is this.
Early game, Ostruppen can soooort of hold their own. They won't kill anything 1 vs 1, but if they're in decent cover they won't really die, either. This gives you time to support with another squad or a flame pio. So you can still contest map control. Unlike Grens, who will tend to lose 1-2 men and then it becomes very risky to keep them around. Ostruppen absorb more damage, and are cheaper, allowing you to funnel your resources towards faster tech and better units (pgrens) which can definitely go toe to toe with rifles. On maps with buildings, these guys can hold out for a loooong time giving you time to tech and get your shock units out.
My basic strategy was to use 3-4 ostruppen with flame pio to kind of contest, while I skip t1 and go straight to t2 for pgrens and halftrack. With the halftrack, your ostruppen suddenly become essentially immortal. (Cheap & fast reinforce), and pgrens function like how OKW would use sturmpios. Follow up with a Pak in case he goes for a light vehicle, and then you're kind of free to tech up for an Ostwind/pzIV.
The main weakness of this strategy is once you reach mid-late game and he has accrued veteran infantry, if you don't really have overwhelming vehicle firepower or done a good job getting vetted pgrens, you'll tend to struggle as you Ostruppen are REALLY useless at this point for much more than capping. Which is why I do kind of like to build as much defenses as possible (S mines and a well placed teller or two) to try and make it hard for my opponent to really come back.
I generally prefer to go for a mg heavy strat these days, but mostly because I like having more doctrine versatility and I have a boner for ambush camoflauge. But I do really like Ostruppen for an early game map control force. They really fall off in effectiveness by the time medium vehicles hit the field though.
Here's an iron cross for you okw
Anyway, from what I see it seems you don't even go T1 for the whole game so no panzerfaust so it seems a bit hard to fight those light vehicles and tanks later on. Still I'm gonna need to try out this strat against other players. Thanks. |
I got to the top 100 playing 3 games a day but it's different for everyone. I have been playing coh since 2008 though Playing 3 games a day and reaching that rank is something never achieved by any human before. |
And you, what do you bring to the table, except trolling ?
Nothing else. Maybe cigars? Whisky? |