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Thread: How to counter us/soviet ranger/shock rifle flowery.2 Nov 2015, 12:59 PM
AT nade that FHT? |
Thread: Leig over nerfed?2 Nov 2015, 12:52 PM
hudcool, I recommend you to play several games as allies (in any game mode, but in 4v4 it would be more representable) to see if LeIG indeed overnerfed. In: OKW Strategies |
Thread: Leig over nerfed?2 Nov 2015, 12:11 PM
It is funny to see both "LeIG OP" and "LeIG UP" threads on these forums. In: OKW Strategies |
Thread: ISG counters?2 Nov 2015, 11:13 AM
Use SMG-equipped troops and don't stop moving. Worked for me in 4v4 games to some degree. In: COH2 Gameplay |
Thread: CieZ's State of CoH 2 - November 1, 20152 Nov 2015, 11:07 AM
Yeah, I know that. Maybe I expressed myself not accurately. I mean it is not so different from just autoattacking or attack ground. It doesn't feels like you have USED AN ABILITY. The difference isn't noticeable, at least for me. And when it goes on cooldown... your unit just continues to fire! In my opinion it doesn't make much sense. In: COH2 Gameplay |
Thread: CieZ's State of CoH 2 - November 1, 20152 Nov 2015, 10:33 AM
Agreed, but nevertheless is should be taken into consideration when proposing for such changes to basic engineer unit. Ok. Moving next. Indirect fire. I think Relic went right way when they removed autofacing from LeIG and Pack Howitzer. In my opinion they should remove autofacing and autofire from all indirect fire units. In response they should increase saturation of barrage ablilities and increase their cooldown. Right now I can't really say that barrage and autoattack/attack ground are different (except barrage require clicking on each cooldown). Why even have both? Here's my thoughts of implementation: General idea is that YOU order your artillery unit to perform bombardment. It doesn't sling shells randomly. 1) Remove autofacing and autofire from all indirect fire units. 2) Previously unit would autofire X shells in time interval of T. Unlike CieZ's suggestion (no-autofire, low cooldown, high accuracy, reasonably high damage) I propose to rescale barrage so it would fire X (or maybe slightly less) shells in time interval of T/3 and then go to cooldown for 2*T/3 time. So thats high cooldown, high rate of fire, same accuracy/damage as now. What do we achieve this way:
Not sure how it will affect ablity of LeIG and Pack Howie to control blobs through suppression. You should predict direction of their movement and fire barrage keeping their speed in mind. Not so different from how you use Katy/Peewerfer or ZiS-3/SU-76 barrage in this matter. Still, it should not autowin engagements for you, unless enemy is really blobbing because you can throw barrage only on small area. If enemy units are spread out you will suppress 2 squads AT MAX. As I write this I come up with idea that there could be two barrage abilities: dense barrage and continuous barrage. Dense barrage is something I've described above. X shells in T/3 time. Burst ability. Continuous barrage would be like same X shells in T/2 time. Area-denial ability. Just my few thoughts on further development of indirect fire concepts of CoH2. In: COH2 Gameplay |
Thread: CieZ's State of CoH 2 - November 1, 20152 Nov 2015, 08:15 AM
As far as I know before Rifleman vet was buffed there was trend to use REs with equipment (BARs or LMGs). Now imagine RE flamer blob, which wouldn't be locked behind certain commander. - Fragile? Yes, but after vet they get 5th man. - Can't be spammed? Hell no. In fact players chose REs instead of Rifleman because of spammability (better map control) and cheap reinforcement. - Not AT? Absence of snare - yes, but you can always throw in some zooks. In: COH2 Gameplay |
Thread: Looking for new Soviet strats in random 4v41 Nov 2015, 14:49 PM
So in this strat you have to rely on mines to counter early vehicles, say 222 or OKW FlakHT? I mean you don't even build cons for AT nade? Doesn't absence of snare makes problems in mid-late game? |
Thread: Looking for new Soviet strats in random 4v431 Oct 2015, 23:54 PM
Getting tired of 2-3 strats (mostly depending on map) that I use in random 4v4. I'd like to share my strats with you and wanted to ask if anybody discovered anything intersting lately for random 4v4? By strats I mean mostly army composition, which usually describes useage by itself. My strats lately: LONG RANGED ATTRITION works best with Tank Hunter Tactics 2 snipers 3-4 cons (PTRS) M5 (sometimes T-70 if map quite open and we have managed to hold fuel) 2-3 SU-85 2 BM-13 Idea is not to take fights you can't win. - snipers for scouting and taking out high-value targets (sturmpios, obers, MGs) - cons to cover snipers against both infantry and light vehicles(usually they don't start fights - snipers bring fights to sandbags-prepared positions) - BM-13s against AT guns, engineer units while they repair and OKW blobbers (one to force to retreat, second to kill at med truck) - SU-85 to react on tanks - M5 obviously for forward reinforcement and quick transporting cons around map (in 4v4 sometimes you have to switch flanks quicky to address threats) - T-70 for early notification about direction of enemy attack and unit composition LEND LEASE FUEL BOOST 4 cons 1 DSHKa (sometimes, depends on map and situation) 1 mortar 2 ZiS-3 1 BM-13 1 SU-85 into M4C spam The point is to rush BM-13 asap and start squad wiping. Quite risky though. RIOT CONS ZERG (fun build) works best with Soviet Reserve Army (because of PPSH, repair and Tank Hunter Partisans) used on urban maps because of much more room to flank and possibility to use Partisans 4-5 cons with PPSH and full upgrades M5 T-34 spam Overwhelm enemy with cons using field reinforcements and try to close game fast with T-34s. Conscript repair kit comes in handy. I've tried to build ML-20 if enemy managed to entrench, but it mostly was hit or miss (kill count varies from 15 to 70+) Mostly these strats evolved from my main strat that I've developed before Soviet Tech Overhaul (when T3 -> T4 became linear) I will hide that strat under spoiler as it is not relevant now, but I think you may find it interesting because of combined arms approach. |
Thread: COH2 player base31 Oct 2015, 23:02 PM
I don't play 1v1 but like to watch casted 1v1 matched especially when caster explains what happening and why. I find it as entertaining as playing the game. I play 10 times games more than I watch though. In: Lobby |
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VS8==8 Slayer Hellk0 LegionManiaW.A.R. BR - Denism4yer W.A.R. BR - ABoard W.A.R. BR - Guma W.A.R. BR - mjm1987How to win 4v4 as Allies on Rostov north base against teamby: ElSlayer map: Faceoff at Rostov1-1,259
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VSHellk0 Slayer Mr. Sage admiral| PzKpfw | Flinten Flo Killer-Fortress -GERMANY- SkZ | H4wK DocSchnoggeHow to win 4v4 as Alliesby: ElSlayer map: Steppes2-1,737
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VSHellk0 Slayer CPU Easy Love.WetOctoPussyStalker" Laufrad [Hammer Hart] " Farsit ~TAB~ van Voort ??|rUSF Airbourne 4v4by: ElSlayer map: La Gleize1-1,353
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VSHellk0 Slayer Miratrix09 EmoTosselGER-Killo |503 $F\/\/F. Superimmunsystemmann [ EvoG ]-DMWjoni1Heavy-armor-arty-fest_countered_by_tonns_of_meatby: ElSlayer map: Steppes1-1,630
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