The only faction probalby having problems with it is the SU.
USF/UKF players need to adapt, IE rush their 400HP, anti everything Stuarts/AECs faster.
Meanwhile LT tier cries in the corner. |
Hey guys, does everyone remember how fun the soundbug was? You know, the loud sound that blew out your eardrum every once in a while?
Well, there have been several unconfirmed reports that the soundbug is back with a vengeance! So set your sound settings to medium, before its too late! |
Well everyone, we got us another bug.
The good old "On Me" bug from back in the day is back.
I'm still in shock, so I'll just go and look at the game some more. |
I've used reserve army alot this patch cycle, and I would make a few suggestions to your build:
Go for penal opener (2-4) instead of cons early. The penals scale much better with their flamer and can be decisive as flankers lategame. The munitions you saved up may also let you oneshot (3 satchels) an OKW HQ if you manage to catch it out of position.
M5 is a nogo, because the munitions are better spent on rapid conscription and PPSHs, as well as flamers and satchels. Go T70 first.
Have a solid core of 2 SU76s for all your AT mid -> lategame. If you float, only then get SU85 up.
If you have AT partisans on the field, use them on hold fire to mine and scout for your squads. They are very cost effective as ambush AT, and have great vet.
Don't forget to merge your vet 0 free squads with your upgraded squads, to keep them on the field longer. |
Hello guys, I have been playing a lot of 1v1 usf recently, more specifically with the Lieutenant tier, and would like to discuss the timing of the tier as a whole.
Vs. Ostheer, lt tier is almost a necessity to counter the sniper, however the 222 comes very shortly afterwards, and will hard counter the m20 (and lt tier) with its 320 hp buff due to the lack of any true AT in the tier. As a result, it is very hard to get a good flank in to kill the sniper.
OKW on the other hand, counter lt tier even harder, since they can get 1-2 shrecks out by the time the m20 arrives, as well as a very hard counter in the form of the luchs.
I would like to see either one of or both of these changes:
Reduce the build time of the m20. The LT already takes a very long time to build, and the build time of the m20 limits it's impact on the field quite heavily. Ostheer has fausts, and can already softcounter the m20 regardless of t2 being up. This will give USF a little larger of a window to make a play and kill the sniper.
Increase the penetration of the .50 to make it a True soft light vehicle counter. I would like to see the .50 have ~15 pen, so that it can give lt tier a little bit of a defense against enemy vehicles, as well as increase the utility of the .50.
What do you guys think? |
Guys, we can talk all day, but the fact is that until we see the actual patchnotes, we won't have an accurate vision of the patch. |
I agree, tiers should be required for callins. It's kind of weird to me that E8s and /85s require tech, but M4C, command P4, etc. are fine without tech. The only units I would keep without tech requirement are the ones that don't fit in any tier, such as the valentine, stuge, etc. |
You obviously have never played any computer game on a high-level competitive level. Units need to move predictably and consistently and the game shouldn't throw such idiotic roadblocks into your control of the game. Every other competitive esports game is designed in such a way that you will know how your character or units will respond and move on in order to better multitask.
Umm... You do know what your units are going to do. If you put your cursor right next to cover and right click there, the units will take cover. If you don't want to be in cover, you could click slightly to the side, or press the stop button.
People who say that it's better than before are only partially right. It's better in some ways and worse in others and overall far inferior to every other top Esports game out there. Both changes were completely unnecessary, vCOH had movement that was fairly predictable but this game is utter nonsense sometimes in the way units just bounce back and forth like pudding morons.
You might want to play vCOH again, its has just as bad if not worse pathfinding than COH2. The only thing better in vCOH is vehicle pathing, and that is because of the fact that VCOH vehicles have a much faster rotation rate, which is something I would like to see in COH2. |
This is a non-issue. If you don't want your squad to seek cover, press the stop button once.
Before this was here, it was very hard to get squads behind cover, which led to engagements not going well.
Another way to mitigate this is to look at the little unit "shadows" when you are ordering your troops somewhere. If the shadows clump around cover, issue the order slightly to the side. |
I've never personaly understood why the KT can be called in when not all three buildings are alive. Its not like you can callin a panther if okw/ost t4 explodes. I'm not even going to waste time on atguments, since exile has done a pretty good job, whilst defenders are just putting their fingers in their ears.
Its kinda funny though to watch the allied players losing a bunch of mp over extending to kill your t4, and just telling your partner "it's fine, I'll just go for kt." |