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Thread: Petition: Bring Back The Golaith! 10 Jul 2014, 03:35 AM
Oh I remember the Goliath. It performs quite well and can be devastating if placed properly. I'm rather hesitant to vote yes though. The video is one of the examples that clearly show that the Goliath can be quite a threat. Do the Axis really need this? In: Lobby |
Thread: Utility Website10 Jul 2014, 01:17 AM
You are definitely doing some good if you help make a easier-to-read stats page. I'm not great with math and the old stats page actually provide little help to me because I can't really tell what the graphs and data are telling me. I'd like to see some sort of comparison of the "average" stats, so when I see data of another unit, I understand how it is different to other units. For example, Partisan used to be half the health of the common unit. I couldn't tell because the stats page just said "40" in the health section. I didn't know what 40 meant so it only occurred to me that they were weak when I got a squad wiped out. In: Lobby |
Thread: Soviet Defensive Commander9 Jul 2014, 15:36 PM
My attention spam on one particular tactics is shorter than my pinkie finger. I also seem to have a knack for commanders that are not-as-popular. In the community I hang out in, the general reaction to the Soviet Defensive commander (the community one) is that it seems to be rather weak. A few even go harsh enough to wave it off as "trash choice". I am rather confused by why it is regarded in that fashion. I did try out a few games in my spare time, and I felt the abilities are all competent, but don't scale very well into late-game. It does however make T1 builds viable since I can simply call in the handy light AT gun (this thing vets really fast for some reason) that only seems to be a threat to light armored vehicles. Late game I can go for a Penal-Sniper-Su85 composition that will do decently in my opinion (sort of similar to the Siberian guide, minus the Penal replacing the Cons). But that's the thing, the skills by that point seem out-dated and don't give me any edge (maybe the tank trap might be a bit of use, the 120mm as well). I can still argue that it still makes this commander useful since the main playstyle (at least to my knowledge) is that allies have a advantage early game, so this commander simply makes that early game gap even wider by providing the cheap AT and strong artillery unit. Can anyone enlighten me on why its really disliked? I'll post the skillset in case some folks are unfamiliar with the commander: CP2 - Call in DHsK HMG CP2 - Call in light AT (forgot the name srry) CP2 - Call in 120mm mortar CP2 - Plant AI mines for only 7 ammunition (slightly effective, needs to stack closely for good wipe) CP2 - Tank traps In: COH2 Gameplay |
Thread: Axis fanboy who always whines "Soviet OP, USF OP" 9 Jul 2014, 14:57 PM
I'm actually slightly surprised about the Axis:Allies ratio, but the community I play in seems rather balanced and I definitely see more US/Soviet players than I see Axis. I play mixed because I'm terrible at the game (so I can fit either side during community team games). I somewhat sympathize with your call though. It is rather painful late-game when I go against axis players because of their superior armor. However, the early game of Allies are undeniably advantageous if you micro-properly. If the advantages are stretched wide enough, Axis will bleed out of tickets before they can stockpile enough weapons to shoot at Ally armies. It's assymetrical balance after all, so I don't feel like I have the right to complain about late game if I can hold more territory early as Soviets (fear the Partisan). In: COH2 Balance |
Thread: Ask the Strategist!7 Jul 2014, 11:46 AM
I'm rather busy lately to experiment with new strategies, but the 0 CP call-in Ostruppen Squad caught my attention and I really would like to know what the general feel is with them. Do they really under-perform against any other infantry? Can they still win against US riflemen if it is 2 squad against 1? What strategies are usually used when faced with Ostruppen horde? In: Strategy Desk |
Thread: Late game decision: Sturmtiger or Stuka + IR halftrack7 Jul 2014, 09:13 AM
Stuka is sort of a headache for me when I play as Soviets. I do have Partisans that I can use if it was a favorable map, but I have to waste two squads to see a chance of killing it from behind. A good players know to defend it, so i usually don't get away with it anyways. In: COH2 Gameplay |
Thread: New strategies for the ostheer6 Jul 2014, 16:27 PM
Ever thought about the Ostruppen squads? I feel they can support OKW in team games by playing as the cheap meat shield that the OKW lacks (even Volks are a tad bit expensive in my opinion). I'm still speculating, but I thought you'd like to know. In: Strategy Desk |
Thread: New soviet commanders real?5 Jul 2014, 10:37 AM
*mumbles* Yeah I think I see your point. I guess I made the same assumption that "it's OP cuz its new". But for the sake of discussion lets continue about what might make it potentially strong or weak. Tank Hunter: I think with the whole skill set in consideration, it makes for a very strong AT composition. At CP 2 without the need of teching, Conscripts can lob 3 smaller AT nades as well as setting down Light AT mines on their own. This could potentially be neat since the word "light mine" reminds me of that 7 ammo mine that works decently well for AI in the Soviet Defensive Doctrine. There's PTRS at 3 which just means early vehicles should drive around Conscripts. Engineer salvage seems sort of out of place, I half-expected a vehicle mark, but it wasn't included. The last one is just a AT bomb splash, which judging by how most bomb runs work, will wreck most medium tanks while scarring the heavier ones. Not one step back: On regards of the extra manpower, I wasn't talking about the manpower blitz skill. The no retreat skill has the description: "Command musters all available assets to increase resource income.." which means there is probably a much higher resource income for the price of no retreat. There is also the Commisar, which I'm guessing simply means the meat shield of a front-line gets a few buffs - I don't know the stats so I can't tell how well it will do. The scorched earth policy did get my attention. It bombards all opponents in friendly territory with rockets. If the rockets are the katyusha, then depending on the amount of rockets, it could be a very strong defensive skill that spreads to a large area. In: Lobby |
Thread: New soviet commanders real?5 Jul 2014, 09:47 AM
It comes with the massive income to all resources. This basically means you can just send waves of men to their deaths. No need for retreat. The ability "Hold The Line" also gives all units massive stat upgrades, which potentially means a long line of defense of literally meat shields. They can stave off the opponents simply by lobbing men at them. Edit: PTRS conscripts are heavily favorable to Soviet because Conscripts are cheap and PTRS distribution means you can have several squads with anti-tank capabilities. It's going to act similar to the PPSh-41 that conscripts already have in their arsenal. This could mean skipping tech, which the Soviet already do. The trade-off of starting with M3 and Penal is less AT. Conscripts with AT rifles early can thus negate that weakness and stave off 222 and other light armor. This is only one of the many abilities, so keep that in mind. In: Lobby |
Thread: New soviet commanders real?5 Jul 2014, 09:39 AM
So... No step back tactics and Tank Hunters real? Because i didn't see them yet. Anybody got those? I think those two are actually out a long time ago. However, due to their considerable ability to tilt the game to Soviets favor, they have never been actually released to the players. In: Lobby |
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VS[zveroboy]movi- [zveroboy] Dumb George [zveroboy] 0?8B0= 53;>2 [zveroboy] Gen.Mr.SolomatovKrasuransacis One noob Baker *3K?That's a lot of tanks!by: Partisanship map: Steppes2-1,324
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