Honestly, it would all be fine IF PINNED UNITS WERE NOT ABLE TO MICRO, TURN AROUND, AND FIRE.
The MGs, probably by some oversight, are the only units in COH2 that can fire while pinned. I'm pretty sure MGs in COH can not fire while pinned, or move.
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Post History of sluzbenik
Thread: Video of Maxim MG vs MG4228 Jun 2013, 18:45 PM
In: COH2 Balance |
Thread: Video of Maxim MG vs MG4228 Jun 2013, 17:48 PM
A video to show how broken this unit is. First test - both MGs in red cover. Second Test - MG42 in yellow cover, Maxim in no cover. Third Test - MG42 in yellow cover, Maxim set-up the wrong way then turned to face the MG42 while also being mortared. Guess who wins every time? http://youtu.be/-hxsL5dlC8w In: COH2 Balance |
Thread: Things I would rather buy than a Pak4025 Jun 2013, 01:29 AM
Eh well, don't build them early game... Late game, they come in very, very handy vs. SU-85s. Still I would pay good money for camo... Oh and kudos for the picture of the Esel Stuka, the most OP unit ever to grace COH...Haha, didn't think anyone remembered that! In: COH2 Balance |
Thread: 2ESSS Shock21 Jun 2013, 21:23 PM
My sniper micro is probably not good enough for this to work in 1v1, but I bet you-know-who can make it work. In 1v1 you may need the scout cars for mobility, but in 2v2 and up I find just using snipers conserves fuel and lets you get counters out faster, indeed without spending any fuel on upgrades you should have an SU-85 before a PzIV or stug appears. Build Order 1) Rifle Command 2) Sniper Sniper 3) Engineer 4) Lay mines on retreat path of snipers, or other favored scout car routes 5) Sniper or Shock troops if in team game and you need more capping power 6) OP Fuel 7) Build T4, get SU-76 to kill Scout or Flamenwurfer. 8) Build SU-85 for the PzIV or stug 9) More shocks, OP fuel if it's actually back and forth on the fuels until you can bring out a KV-8. 10) Another SU-85 or more shocks as needed. 11) IS-2 (if game lasts that long). Win! It's good to have at least two squads of shocks for stealing paks, I usually end up sniping one or two, and they come in very handy. This omits the scout car because they cost fuel, and I find your snipers survival chances are much higher without being in one. It is easier to keep snipers from getting naded than to prevent that faust you didn't see coming and losing a sniper on retreat. Just lay tons of mines, behind your snipers, in front of them, chokepoints. All your ammo before you get the incendiary barrage should basically go into mines. The only weakpoint is MGs in buildings - snipers are still bad against these, but if necessary you can pull off a flank with shocks and engineers. Use the incendiary barrage ability liberally on entrenched positions/gren blobs. This strat capitalizes on the Soviet's little need for ammo, so you should have plenty floating for midgame when you get the barrage ability. Maybe get one flamer engineer if you really want it. Remember to always use flare to see what's ahead. Flare is really really helpful. |
Thread: Soviets since the last patch19 Jun 2013, 12:54 PM
The Flamenwurfer patch was a bit much...It's pretty useless now. Most of the good Soviet players just move from one OP unit to another. In fact the FLamenwurfer was pretty much the only thing letting average German players get to Tier 3. Ie., I played Gneisnau and whoever his partner is...Gneis will do 4 clown cars with sniper/sniper/flamer/guards if you let him. I lost the first game to this because I wasn't expecting THAT many, but the second time it was much better. Basically now the metagame will be: make 1 SC, trick opponent into thinking you're making more and thus pumping otherwise useless armored cars, and switch to tanks. So they switch to the next OP unit, the call-in mortar which can hit the strat point outside your base on Moscow Outskirts if sitting just outside their base. Teammate tried a flamenwurfer, totally failed against the other guys PPSH spam, as the damage is too reduced to be useful. Ostwind helped a bit, vet 3 stug killed lots of T-84s. We did get to tier 4 but a combination of ramming and constant arty from the two super mortars (I killed one at least) meant we had no chance...It's all still pretty retarded. I could have gone for the German arty, but frankly it's 600 MP I won't have to beat off T-34s with, it's just not viable. It just seems to me Ostheer is too limited. It can only react to what the Soviets do, not force reactions due to cheaper teching and availability of some pretty OP Sov units as German commanders aren't useful till very, very late game and our one and only OP unit has been nerfed to oblivion. In: COH2 Balance |
Thread: Soviets since the last patch18 Jun 2013, 14:16 PM
They really should just bring back the Rifle/Volks mechanic...As it was perfect. Make Grens 260, cheaper reinforce. Pgrens to 330, slightly higher reinforce cost than current. This could well solve a lot of problems and make German infantry more potent early-midgame when needed. Higher reinforce cost makes them less spammable but cheaper initial cost gives them field impact when the first one hits. The double shrek at 120 still makes me mad. I need the shrek to fight off the highly mobile clown car. I do not need TWO shreks at this point. Give me 1 at 70, two for 130, or maybe 65/65. I can not grok how they figured out these costs... Shrek costs need to come down so Hit-The-I-Win-Button can be effectively countered with bundled nades. Making us buy two at 120 is hurting that ability badly... In: COH2 Balance |
Thread: Three ways to improve CoH2 from the Open Beta build12 Jun 2013, 15:24 PM
I agree totally cover needs to be strengthened and mean something and buildings nerfed... But the vehicle pushing is just silly, unless you want to move COH to a more CPM-fest, yes it rewards fast clickers, but it's also pretty easy to do and doesn't take THAT much skill. A well-executed 4 or 4 way flank where you don't lose a squad takes a lot more skillful, meaningful micro and right now THAT kind of play isn't rewarded. Shift right clicking a jeep or bike around an enemy unit is NOT skill. It's exploiting the pathing routines for profit. I think medium vehicles and up should be able to push...If u want to push some squads out of cover with an HT, go ahead and take the risk of being stickied. Tanks obviously ought to be able to just demolish anyone's cover and push infantry around. It's more balanced with med vehicles and up as fausts/at nades can counter it. No more light vehicle pushing, it's just a stupid, unrealistic and pretty OP mechanic. In: COH2 Gameplay |
Thread: The capping system of CoH2 is extremely gay?11 Jun 2013, 02:21 AM
Yeah, c'mon, vehicle pushing and cap-walking are the cheesiest, most worthless tactics ever, and the only reason no one complains about it is because it became part of the competitive game, and was a way good players could show their skill over mediocre players. Otherwise all it does is speed up the capping, putting the focus back on the main fight. But it is a way the game got simplified a bit. The one subtle thing I miss from COH is that you could popcap your opponent, so it might be a strategic choice to cap the cut-off point on Ango while under fire. But in this game popcap is not linked to territory possession. I wish it was. Uber-tanks would stop rolling out when the game was already lost if territory was connected to popcap. The new capping system is dumbed down actually, it makes good sense, but let's face it, it's removing a level of micro (fighting then capping) and noobs will never have to learn to NOT cap under fire now..so it's just another way they've made it more casual-player friendly. In: COH2 Gameplay |
Thread: Someone make a guide with perfect bunker placements please10 Jun 2013, 04:16 AM
BUNKER BUILDER! In: Lobby |
Thread: Sick of Russians7 Jun 2013, 10:37 AM
I agree with a lot of that... One point I'd like to make about combined arms. Combined arms don't win games, combined arms only allow you to compete and hold territory. What wins games? Shock units or a big push with one type of unit. For instance, the Flamenwurfer for Germans, or a massive T-84 rush, an M10 train in COH, a vetted Airborne blob, Vet Stukas, or uber-tanks. Right now the problem late game is the Soviets need the combined arms but probably won't have the CP for the uber-tanks, which are actually quite good. By the time you get them, unless you've already dominated your opponent, they won't be that effective vs T4 armor, which is totally fine backed by Panzerwurfers, a lot of infantry. You actually even need T3 to ram and three SU-85s to take out a Panther. This is ok, if you can get past HIS infantry, but it still leaves the Soviets with no push unit, in my opinion, as you've had to sink too much into combined arms just to stay competitive. In: COH2 Balance |
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