Recently forgot to veto this map in automatch, playing 1 v 1 as OKW against a US opponent. On seeing the map I immediately sent my Sturm pios out with the first half track and built a medic base right in the middle of the island. Then I used that base to take over the middle area that contains most of the resources, built a LeIG to bombard the approaching attacks, and after that happened it was pretty easy to win. He attacked the sides of the map and controlled them at times, but sooner or later I took them back with Fallschrim flanking supported by more bombardment from the center. Once I got the Flak I placed it in the center area and that was pretty much the end of his ability to attack the center.
Not here to say this is OP, necessarily, but I'm wondering how to counter an aggressive forward base placement by OKW on Semoisky specifically (a cramped map with most of the resources in the middle). Like, if I'm the US or the soviets, which strategies are good against that? Ignoring that area is a tall order, as it contains so many of the points.
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Yep. Can't speak for anyone else, but at my level, which is pretty low, in a US forces versus Ostheer match, late game blobbing is not only viable but even pretty effective when done correctly. Enough bazooka riflemen with BARs with some leaders just run around like a big ol' hedgehog that spews out bullets and missiles.
Early blobbing I don't find as much of a problem because in the stage of the game MG42s enough to take it down. Maybe I should experiment more with using MG42s into late game?
Again, talking about casual level. Also, not saying it's overpowered, just that it works, as in, you can get away with it more than with Ostheer or the soviets. Mostly it just bothers me because of how goofy it looks. It's like being attacked by some kind of BAR-toting monster with dozens of arms.
Haven't played enough versus OKW to comment on their blob viability.
Playing as OKW, I haven't found US blobbing to be a problem because of the Sturmtiger. I mean, they can try, but you have a way of punishing them for it. |
Lately I've been trying to get into team automatch, and have run into some difficulties.
In 2v2, half the time I get someone who's pretty good, but the other half is people who are going for what I call "defeatist" strategies, that is to say, strategies that aren't bad play, but simply have no potential to work. I mean like letting the other team have both fuel points and camping one of the victory points with most of their units and some tank traps and then ignoring my pleas for an attack on one of the fuel points. Or that one guy who spammed fuel caches while giving up most of the map. I'm no expert myself, but what I'm doing has a chance of working at least, even if it doesn't always because my execution isn't great.
Granted, like half the time it's the other team that's doing this, but still, it's frustrating either way.
Also, 3/4 of the 2 v 2 games I do involve a drop at some point.
1 v 1 feels fine, because there I simply lose when my opponent outplays me.
Am I just had too low of an ELO right now? Is that still solidly in the "noob" category? Fair enough if so, but for me that's a decent investment in a game.
edit:
Also, most people I play with have almost no interest in even brief communication. Isn't at least some coordination necessary to have a chance?
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Would you be interested in playing with someone who is kinda low level?
By kinda, I mean ... very. Like, I know how the game works, and I don't blob or anything, but I'm slow and don't have a good handle on the meta. |
Yep, actually all guns including pak40, pak43, and especially SU-85 and Slugger (Jackson) should be able to shoot HE rounds as those always did. I feel it really strange looking when 2 field guns are supporting infantry in a fight and no enemies die...
You know, frontal attack on field gun shuld be possible but extremly risky, now its most common tactic, you dont need to flank cause thosa guns cant kill you.
Right, but this isn't a WWII simulator. In real life an anti-tank gun out in the open certainly could not survive multiple shots from a tank like 30 yards away, but that's something you see all the time in the game.
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MP40 Volks weren't really that great anyway, unless you ambushed someone (at least in my experience).
I like the new Volks. |
I wish the ISU worked like the Sturmtiger - give it even more killing power, and then some manual reload cool down. So it'd be like a Sturmtiger, except a bit less powerful, a bit easier to use. Plus other adjustments to make it balanced I suppose (maybe make it cheaper or something).
IMO the Sturmtiger is a much better designed unit than any of the other super heavies, be they Elefant or ISU, because it's powerful but it comes with drawbacks. |
Loaded Festrung Armor by mistake for a 1941 scenario, and even though the Pak43 had a tool tip that said "not available in 1941" I was still able to bu http://www.coh2.org/topic/create/cat_id/47#ild it. Is this intentional or a bug?
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Agreed. Realistically, I'm sure an anti-tank gun could kill a guy, but I don't like how often this happens in the game, especially that it's so erratic and unpredictable. Exception being ZiS, which fills a more general function. ZiS should have some anti-infantry ability, everything else should be incapable of killing infantry, like the anti-tank guns in vCoH. |
I play all four factions equally and think this thread should be closed, as it is redundant with another thread in this forum. Not entirely opposed to the suggested changes.
"Attack-move queens." LOLZ. |