Used to do this back in the day, haven't been using this build in a looooong time: 4x Ostruppen, MG42, T2, 2 paks, 2 PzGrens with shreks, T4 and brummbär
This was a trolly build but got your opponent by surprise thinking that he can come through the amount of AT you had with only infantry but that's what the Brumm is there for
Profile of Plaguer
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Last Visit Time: 11 Sep 2017, 12:33 PM
Broadcast: https://www.twitch.tv/RawV1
Twitter: https://twitter.com/PinkPrincessFin
Steam: 76561198036697908
Residence: Finland
Nationality: Finland
Game Name: Plaguer ᶠᶸᶜᵏᵧₒᵤ
Last Visit Time: 11 Sep 2017, 12:33 PM
Broadcast: https://www.twitch.tv/RawV1
Twitter: https://twitter.com/PinkPrincessFin
Steam: 76561198036697908
Residence: Finland
Nationality: Finland
Game Name: Plaguer ᶠᶸᶜᵏᵧₒᵤ
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www.twitch.tv/rawv1 usf okw soviets ostheer
"Lefh is love, Lefh is life" Festung Support for the win FI
In game know as Törttö ᶠᶸᶜᵏᵧₒᵤ
Best rank 1v1 - 33 Soviets, 2v2 - 1 Ostheer RT
"Lefh is love, Lefh is life" Festung Support for the win FI
In game know as Törttö ᶠᶸᶜᵏᵧₒᵤ
Best rank 1v1 - 33 Soviets, 2v2 - 1 Ostheer RT
Post History of Plaguer
Thread: Non-meta strats25 Jan 2016, 08:29 AM
In: Strategy Desk |
Thread: Move StuG III-G to T2 or T2.525 Jan 2016, 08:23 AM
How does all of the thread made by Siuking go to a complete clusterfuck flaming wars? Don't move the StuG, it's fine in T3, it coming in t2 would make every kind of light vehicle play impossible for allies and this is something we don't want, make the pak a t1 unit which you're able to build after taking a battle battle phase and move the sniper to T2 Start thinking about Su76 coming from t2? Would that be balanced? That would be almost the same thing as moving the Stug to T2 In: COH2 Balance |
Thread: how would you compare these 2 commanders?25 Jan 2016, 08:14 AM
This completely depends on the situation, if your opponent(s) don't have a JT or Ele commander the ISU is very safe but taking it when your opponent does have one of those commanders is risky if you allow them to know you're going for that commander, because of this I prefer you to have another commander with shock troops to hopefully juke your opponent to believing that you've taken the other commander eg shock rifle frontline tactics But overall as a good ol' fashioned con spammer that I am I prefer the Advanced Warfare, having PPsH cons go up the front with Su-85s to provide direct at and T34/85s to flank the opponents tanks is almost unstoppable The main difference between these commanders is that Advanced Warfare is very mobile and allows for flanking and other cheeky movement and the Shock motor is more stationary, sitting behind the ISU, allowing it to wipe squads and hit vehicles and wait for a good opening to attack These two are very different from each other and the only thing that these commander have in common are assault troops, pretty hard to compare because of the high amount of differences, but.. TL;DR: Shock motor if you need something to break the line and want to be campy, Advanced Warfare if you want a mobile army |
Thread: Do you prefer the "new" OKW or the "original" OKW Part II25 Jan 2016, 08:04 AM
The old okw was a lot better in many ways imo, the new okw is even more spammy and doesn't have the same feel to it With the old okw you made a high value unit that was powerful and used it to turn the tide of the game, if you lost it you were in trouble but now you can just make a new one without it really affecting you too much Great examples are JT and KT, they costed a shit ton but were able to turn the tide completely, once vetted they were beasts and if you lost them you were in trouble since it would take another 10-15 minutes to save for a new one The new OKW is noob friendly but the old one benefited conserving units and smart resource usage, you were not able to re make all of your troops/upgrades because of the resource penalty which was great The new okw is easier to balance but the old okw was overall better In: COH2 Balance |
Thread: Re blance the jagtiger24 Jan 2016, 16:47 PM
Back in the day when it was able to shoot through obstacles without the ability it was complete bs, but right now it's not op at all I never even use the ability to shoot through obstacles because it's completely broken, sometimes it refuses to fire through houses and once in a while it completely refuses to fire at anything, even without anything in the way In: COH2 Balance |
Thread: 320 damage is too much24 Jan 2016, 15:16 PM
The damage should be dropped to something like 280 or 300 so it wouldn't two shot basic medium tanks, this wouldn't really make them more or less effective against heavies but would give a greater chance of your mediums to survive against those units Lowering the damage to 200 as some people said would be too low, it would take four shots to kill a basic medium tank and that means that a basic at gun will do the same job just as well In: COH2 Balance |
Thread: Latch's 15 Suggestions To Balance COH221 Jan 2016, 19:40 PM
I agree on the base defenses, it's stupid that you can't chase anything in their base, unless you have a IS2
Being a game designer doesn't mean that you instantly know these changes are good, maybe make a mod and test it out since you got the skills I recon But for the real part, you're not seeing both sides of this thing, you're seeing everything from the allied point of view, these things are completely different from the axis point of view, I can just go on saying that "Maxims are op because they stop inf, they should be nerfed to the ground because I can't blob" because I don't realize that they're a must for the faction currently Go and play around 100 games as both ostheer and okw proof that these changes are needed In: COH2 Balance |
Thread: Matchmaking is terrible!21 Jan 2016, 19:28 PM
The matchmaking has been like this for ever, on one level it's good that it expands the search so you can get a match instead of waiting another 10 minutes to get a balanced match, this might be frustrating for a while, especially while playing the placement matches It becomes frustrating at 2v2 and up since the matchmaking doesn't really think twice about it and throws you with a level 27 ranked 7k mate against a top 100 team, this have happened to me a few times In: Lobby |
Thread: OKW stuka is OP - Nerf?21 Jan 2016, 11:37 AM
Su85 and Katyusha are fine, Axis counterparts are a little stronger so no need for changes there, we don't want to power creep, well microed Su85 with some vet is going to change the game, same goes for all of the other tank destroyers Think if Lelic buffed Pumas anti inf to AECs level because the puma isn't that good? That wouldn't be good, if a unit is too strong, don't buff the counterparts, just nerf the units that are overpreforming, simple In: COH2 Balance |
Thread: OKW stuka is OP - Nerf?21 Jan 2016, 11:28 AM
"Katys are fine if supported by su76/85s and ISU152" Here I can only think that you're a 10k 4v4 hero But in 1v1 katyusha might be a high risk investment IF you go for it before getting tanks out, but in 2v2 you can safely go for a Katyusha first depending on the map and amount of mines you have on the flanks so there wont be tanks/inf coming around the flanks to destroy them "SU85s are another example of "hey, opponent SOV went 85s, I get even closer to victory."" This is just saying that you've never used the SU85 or ever seen anyone use them to a great effect, i've had games where double Su85s have destroyed KTs, Tigers, Panther etcetc and had Katyushas to deal with the infantry that tries to deal with the Su85s In: COH2 Balance |
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