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Thread: RE vs. Feurstorm10 May 2016, 18:59 PM
Great game with interesting playstyles from both players. In: Replays |
Thread: Flak Halftrak Bugged7 May 2016, 06:19 AM
Lots of times the half trak resets its setup timer or doesn't fire at units right next to it. It responds terribly to micro. I don't know what conditions cause it to bug out, but it should be looked into. Flak ht has tons of issues like this. The setup bug occurs if you switch targets while you are setting up. The setup resets as well if you use the a move exploit to setup on the move and tell it to switch targets. The minimum range bug isn't a bug, the Flak ht has a minimum range it cannot fire in for whatever reason. In: COH2 Bugs |
Thread: May 7th Competitive Mod Tournament Sign Ups6 May 2016, 16:36 PM
Steam Name: comm_ash ★ Steam ID: 76561198010310430 In: Events Central |
Thread: Relic: Week 1 Update to the Balance Mod5 May 2016, 19:45 PM
All these changes sound fine, with the exception of the penal change. As mentioned prior, the whole point of the PPSHs was to prevent the flamer rifle effect. I never saw the shock overlap to be honest, mainly because penals are more glass cannons with their accuracy bonuses while shocks are meatshields with their armor. In: Lobby |
Thread: people use strange logic on panzerschreck.2 May 2016, 13:47 PM
OK, for everyone screaming that removing shrecks from OKW will destroy them as a faction, my playercard is living proof that this is not true. I have managed to get where I am in OKW 1v1s without upgrading a single shreck, and this is without the balance mod panzerfausts. Yes, you will have to adapt. Yes, it is harder than playing with shrecks. At the end of the day though, OKW has plenty of AT options to deal with their foes at all stages of the game if you know how to use them. The only issue I have had is dealing with the fastest light vehicles (ie. flamer clowncar), but this is going to be a lot easier to deal with ext patch with panzerfausts. So can we please just stop complaining about the changes on the basis of shrecks being a necessity for the faction design? They are a crutch pure and simple, and not one that is really needed. In: COH2 Balance |
Thread: Balance Preview Mod - Your Thoughts After Using It29 Apr 2016, 18:45 PM
Someone please explain the StG44 on Volks to me? Shouldn´t they lower effectiveness on long range? Are they special for Volks (neither the Sturmpionier nor the Panzergrenadier StG44)? They are unique. In Miragefla's mod, they don't reduce long range DPS, so I would assume the same for the balance mod until we get hard stats. In: Lobby |
Thread: So i tried PvP today for the first time29 Apr 2016, 14:24 PM
Hey buddy, the easiest way for us to help you would be if you could give us a replay of you playing. Post it in a new thread in the state office and you will get help quite quickly. You won't get much good feedback in this section of the forum, unfortunately. In: Lobby |
Thread: Ost + OKW vs Double USSR27 Apr 2016, 18:14 PM
All right, i'm too lazy to do a play-by-play, but I will give you some general pointers and critiques. 1) Your sniper play was far too passive, especially in the early game. There were long amount of time where your sniper would sit passively waiting for something, even when you knew where the enemy had his maxims at. Building an early sniper is a 360mp investment, so you should always get to work on paying back your investment by bleeding the enemy, especially when he is so support weapon heavy. 2) You keep your mg in a building far from your sniper (which it should be protecting), and as a result it does very little early game. The MG42 is one of the best MGs in the game, and when combined with the Ostheer sniper and a grenadier squad, forms a trifecta of pain in the early game. Always have it nearby so it can support your sniper from enemy squads and light vehicles and so your sniper can spot for it. 3) You do not build a mortar despite fighting nothing but support weapons and partisans. 4) You quickly teched and built a flamer halftrack. That is perfectly fine, but then you proceeded to sit passively for another while with your infantry, while you sent your flamer halftrack all alone without sweeper support, despite knowing that your enemy had gone for partisans, and could plant mines everywhere and pop out AT squads anywhere. Your flamer halftrack proceeds to wander behind enemy lines, drive in front of several maxims, and die to small arms fire because you overextended and became trapped. 5) One thing you must never do in COH2 is sit passively. Always poke out with scouts (like your sniper) to figure out where the enemy is and attack him where he is weakest/ not expecting it. Due to your passivity, your opponent manages to buy several partisan squads to wreck your ally. 6) You do not build any AT by the 9 minute mark, despite knowing that your opponent has held their fuel the entire game. You should know that light armor of some form WILL be arriving at some point, and you should already be prepared, whether with a pak40 or a panzerschreck squad. You are floating ~900 MP before you realize how much you are floating. You decide to buy 2 ostruppen to replenish your losses (makes sense), a pak40 (to kill armor), and a 3rd mg42. The MG42 is a waste of mp, since you already have 2, and are not using either of them at all. 7) You miss your best chance of kocking out a t70 when it drives up to your 2 osttruppen squads. Despite having many munitions in the bank, you opt to retreat rather than faust it to death. However, you also faust it twice, which is a waste of munitions if you are immediatly going to retreat, since even a single faust will damage the engine. 8) You build another two osttruppen squads, and now have a primary composition of 4 osttrupen, 3 mg42s, 1 sniper, 1 pak40, and 1 pioneer. This unit composition cannot attack anything. Always have at least a few units that can attack effectively (such as panzergrenadiers). As a result of your force composition, you sit passively and do not even move to support your ally who is soloing two players. 9) You let yourself get flanked by 4 t70s, because you didn't take the time to mine your flanks, or invest in any more than a single pak gun. You also did not support your ally, and let his flank collapse, leaving you exposed. 10) You build a puma, despite having the fuel (and tech structure) to build a panzer4. You then proceed to send it alone behind enemy lies and lose it immediately. 11) At this point, the game is already lost. You have lost too many units, and not made enough of an impact. Your ally has wasted all of his units, and it is only the idiocy of your opponents that keep you in the game for the next 20 minutes. In conclusion, you need to: -Keep track of your resources and spend them as soon as you can. -Be more aggressive, always poke at the enemy whenever you have a moment of silence. -Mine your flanks, so that you know you are protected from enemy flanks. -Support your ally. Its better to have 6 troops on the front led by a nitwit than nothing. -Work on your unit preservation. There were many instances where you lost squads because you didn't retreat them fast enough. Keep track of all your units at the top right of your screen, and retreat immediately from a battle you know to be a lost cause. You should also never send your vehicles out unsupported behind enemy lines. In: Replay Reviews |
Thread: Goliath27 Apr 2016, 17:58 PM
Hey guys, so recently I have been playing lots of OKW in 1v1s, and using the Goliath commander. I am mainly using the commander because of it's recon abilities and the "for the fatherland" defensive buff to supplement my flack-halftrack build, but I have also been trying to use the goliath, and I have some issues with the way it is implemented. Currently, it acts like a camoed unit that can blow itself up, but has several quirks that make it very situational. 1) Because it is a unit, it is automatically decloacked when an enemy infantry squad walks up to range 10 of it. This makes it very hard to ambush squads, because most of the time the enemy can see you before you can really kill them effectively. 2) The Goliath deals less damage (and over a smaller area) when it is "killed" by enemy fire. This, combined with issue #1, makes it easy for enemies to just move around, spot your goliath, and kill it immediately without even having to give an order to attack it. However, issues 1 and 2 could be considered part of the units design, that it is meant to close onto enemy squads instead of waiting for them to walk onto it, except... 3) The Goliath has a terrible rotation speed and acceleration. This makes it very sluggish to control, and implies that it is meant to be moved into position and wait for enemies to step on it. However, issues 1 and 2 contradict this. As a result, the Goliath has 3 uses. -Flanking the enemy and waiting to wipe retreating squads or support weapons that are engaging another unit nearby (even support weapon crew members can reliably kill it if you move straight at them). -Using LOS blockers to ambush enemies around corners. This requires very close watching of the Goliath, and only applicable on certain maps. -Sitting on a building, watching it to make sure an enemy doesn't get in, spot it because of its close proximity, and immediately get out. In conclusion, I think the Goliath is absolutely not performing the role it should be performing. At 100 munitions, it is 10 more munitions than the demo charge, which performs a very similar role, in a better way. A demo charge can only be spotted by sweepers. Even if this will require a slight increase in the price of the Goliath (which I do not think is really necessary) or a removal of its ability to self spot (which would make sense given the rest of its doctrine's focus on recon), I believe that the Goliath should gain the same cloaking mechanism as mines do when stationary, either as a toggle-able ability or just passively when it is stationary in cover. This will make sweeping a necessity to counter Goliaths, and make Goliaths closer in role to their allied equivalent, demos. It will then become a demo charge on wheels, which rather than needing an engineer to build, propels itself to its target. In: COH2 Gameplay |
Thread: Switching from vcoh to coh227 Apr 2016, 15:20 PM
Hi guys In terms of scouting, there are 3 units that come to mind for Ostheer: -Your Pioneers that you build from your HQ have an above average LOS. Not anything amazing, but it lets you see enemies coming slightly before they see you, making them ideal for supporting your MGs. They also have fairly good DPS at close range, so they can protect you from flankers and punish suppressed units. -The 222 is your baseline scouting unit. It also functions as a handy light vehicle counter. With vet, it gets much better sight vision, and if you have a spotting scopes equipped commander, you can basically upgrade your 222 to give you maphacks. -Finally, you have the Ostheer sniper, who can cloak in cover and scout enemy positions.
Your best bet against vetted enemies is combined arms. Have a sniper for picking off lone enemy units, backed up by mgs to prevent dives, and armor and indirect fire to actually bleed the enemy. In COH2, units gain recieved accuracy as they vet, making them less susceptible to weapon fire, however, this accuracy does not effect explosive weapons. Suppression is also a great choice, because it reduces the enemie's outgoing firepower and movement speed, allowing even pioneers to beat dedicated elite infantry.
No, unless you are OKW, who can camouflage their base AT gun, or the Soviets, who can camouflage any at gun doctrinaly.
Emplacements die quickly enough, except when braced. If you see a little green indicator of a shield, it means the unit is braced, and takes less incoming damage. To counteract this, simply wait until brace ends (30 seconds I believe) or use incindiary weapons.
The panzerwerfer is your best bet. It is a T4 unit, and it can quickly wipe enemy units caught in its barrage area. It also suppresses enemies in the kill zone, making it easier for your other units to pitch in.
Many players who use Ostheer use only a few select docs until they get better, because they give you a much easier time. -Any tiger doctrine allows you to get powerful armor onto the field without actually having to tech up. Very useful as either a game ender, or as a "save my bacon" callin for lategame. You usually want 2 pak40s to cover it, and protect you from enemy armor before it can hit the field. -Mobile Defense is great because it gives you the P4 command tank and the puma. The command tank reduces incoming damage for all units nearby by 20%, which in effect increases their HP by 25%. This aura allows weaker armies to beat much stronger ones. It also does not require tech. The puma is great as an "oh, sit" AT unit, which can reliably scout around quickly and take out any light armor (or even some mediums) from range. -Remember to use pgrens without their upgrades. Panzergrenadiers use STG-44s, and are best used behind cover at mid range. They can reliably beat enemy infantry charging towards them, and are the perfect support units for your mgs. If needed, you can upgrade them with to panzerschrecks for 120 munitions, allowing you to kill enemy armor that attempts to flank your tanks and AT weapons. |
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