Going T1 won't solve 222 problem. You'll need access to at least PTRS (Guards or Tank Hunter Tactics) to keep 222 at bay. In case of Tank Hunter you will have access to those fancy 5 muni mines which are great way to give you opportunity to get in range of AT nade.
Maxims are in the same tier as AT gun. 444 is a good reason to get AT gun immediately.
Maybe you have replay of that such game?
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Thread: Gren spam into 222 27 Jun 2016, 11:04 AM
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Thread: USF Blobs27 Jun 2016, 10:27 AM
Against OKW the USF is literally forced to blob because playing wide past 4 minutes means the OKW can cluster his guys together and force retreats while capping; and when USF goes tight against OKW pre-Shwerer, the OKW gets raped by the mortar, buffed .50 cal that soft counters their vehicles, rifle blob, and Stuart/M20. I'm sorry, which OKW vehicles get soft countered by .50 cal except kubel? I generally agree with other points though. In: COH2 Balance |
Thread: Blobs of the past 27 Jun 2016, 10:20 AM
Devs didn't exactly supported it. They only said that in RTS in general blobbing will always be a viable tactic to some degree. Think about it - it is obviously better to concentrate you DPS in one place and try to fight enemy squads one by one with full force. For me it is easier to fight blobbers than opponents who don't blob. About "game is boring" - IMO it is much more interesting now in comparison to no tech stalling into T-34-85/Tiger call-ins or obers/scherk spam into KT. In: COH2 Balance |
Thread: Penals - To Merge or not to Merge?26 Jun 2016, 03:00 AM
I've played few more games and noticed that Penals now have quite long time to reinforce, so that's another huge plus for merging them. In: COH2 Gameplay |
Thread: panthers reload speed26 Jun 2016, 02:52 AM
It is in line with its performance IMO. Continuing with previous post - T-34-85 needs to flank Panther in order to consistently penetrate it's armor. Otherwise Panther will win. To prevent flanking you need to make only one shot at T-34-85 and then have grens arount to faust it. There you go - now you can just take it down from long range. Even if you don't faust it you force T-34-85 to disengage. Asking for Panther buff while providing example where Panther got Buttoned by Guards and flanked by T-34-85 is just pathetic. No offence. What people around here need to stop doing is taking units out of factions' context and comparing with each other, especially units with different roles. There are two downsides I see in Panther: - Its AI isn't bursty enough to wipe infantry (but still quite good). - High opportunity costs (T4 is still quite expensive, but that is a bonus tier for Wehrmacht). I play mostly 4v4 matches where Panther do damn fine and is easily accesible due to sheer amount of resources , so maybe my perception is flawed with game mode preference. But I should say that I rarely go Panther if I need AT and I never build more than one. I prefer StuG for that role. I feel that StuG is more effective almost in all situations. But then I should point out that you, probably, have your share of bias too. You just like German combat vehicles, which, as my observation tell me, is not uncommon for Canadinas. You have that Panther avatar, your youtube account have Hetzer avatar and german nickname. Let's be honest - you want Panther buffed also because it is one of your favourite WWII tanks, not purely because you think that it would be better for the Game and for everyone. Damn. I wanted to write two sentences, but you've triggered me. In: COH2 Balance |
Thread: panthers reload speed26 Jun 2016, 01:55 AM
So you would like your Panther to win against T-34-85, Guards and, probably, Mark Target? In: COH2 Balance |
Thread: 21st June Patch - Popular Commander Forecasting25 Jun 2016, 19:36 PM
Soviet Defensive Tactics Best AI mines (now that generalist mine can kill 2 models max) which doesn't suppress enemy squad allowing it to proceed through minefield until it wiped out. Access to MG and Mortar if you go T1, so best variety of units to overcome any situation in early-to-mid game. In: COH2 Gameplay |
Thread: Penals - To Merge or not to Merge?25 Jun 2016, 17:37 PM
I would like to hear community's opinions on question whether to Merge Penals with Conscripts or not in given situations: - On the frontline - On the base The problem is Cons' "bullet magnet" base recieved accuracy. Also you may count in Penals' vet 1 ability. First one depends heavily on situation. If you have only one Conscript squad around and you feel that you may need AT nade of course you won't Merge and just retreat with your Penals. If you urgently need that Flamer around you will obviously Merge. I get it, so let's discuss some "generic" situation where you have another Cons squad and you don't know if you will need Flamer in your next engagement. Second one is purely strategic/economical. Is it better to save some manpower several times in order to pump out more squads quickly and try to get "snowballing" effect? Or maybe it will just result in losing Penals more quickly in next engagements and won't give you any reasonable advantage? I'm also concerned about vet feeding in the long term, especially vs OKW. Your thoughts on the subject? In: COH2 Gameplay |
Thread: panthers reload speed25 Jun 2016, 15:32 PM
Which leaves the Panther exactly one unit to counter: The IS-2. So, basically, we need to buff armor of these tanks to make everybody happy. In: COH2 Balance |
Thread: Re-entering USF vehicle instead of repairing25 Jun 2016, 15:30 PM
Did you got full 4 man crew or some of models died? In: COH2 Bugs |
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