commash
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Post History of comm_ash
Thread: Star Crossed Cup 3 Signups24 Apr 2015, 14:43 PM
In: Events Central |
Thread: Ask the Strategist!24 Apr 2015, 02:52 AM
Have a question. TH commander gives you PMD-6M anti tank mines. 1.) The mine deals a regular "stun" status effect, which I believe lasts for 6 seconds. 2). The light AT mine does no damage to vehicles, and can't be set off by infantry (but it acts like an s-mine field when shot). In: Strategy Desk |
Thread: Demos for axis24 Apr 2015, 02:50 AM
Probably not. Also, I really like the idea someone had to force CE to have the minesweeper package to build a demo. It makes sense and would force you to make the CE squad no longer a combat units. The biggest problem is not that demos can wipe, but that the soviet player does not give up enough to use them. In: COH2 Gameplay |
Thread: Demos for axis24 Apr 2015, 02:41 AM
Maybe a cute little sign that says "I explode!" stuck to the cloaked goliath, so all you see as it advances is the sign. In: COH2 Gameplay |
Thread: Demos for axis24 Apr 2015, 02:37 AM
So soviets get Maxim bunkers then, if we're throwing out relics original idea. Doubtful it's going to change, sorry your mad your blobs are getting blown up. #adapt. Same arc as a regular maxim though. :} In: COH2 Gameplay |
Thread: assault engineers23 Apr 2015, 04:11 AM
The thing is, assault engineers are perfectly fine out of the box at CP0. The problem comes with their scalability later in the game. I like the idea of an extra man at vet two. However, I also like the idea of instead giving them access to grenades (no smoke) when they are unlocked in the barracks much better. This way, AE are less survivable than Riflemen, but make up for it by specializing as assault troops, who are not survivable enough to close frontally with enemies, but can instead deal amazing damage if they can pull off a flank. In: COH2 Gameplay |
Thread: Ask the Strategist!22 Apr 2015, 16:03 PM
How do I defeat Captain Molotov early scout car spam with guard motor as OKW Kappa If you are playing vs. soviets, you should be checking their base every minute or so. This will let you know what tier building they are using. If you see T1, you need to counter by going for the flack HT ASAP. Lock yourself defensively around some points, use random ghost wire to mess up the enemy m3a1 movement, and get a raketen. One raketen + sturms will easily counter m3a1s that go directly at them, and the ghost wire gives you more time to hit him. Once the flack HT comes out, use it in conjunction with your raketen to kill his m3a1s, using your volks/pfus to scout forward and spot positions/ bait m3a1s. Always move your raketen + flackHT behind your line infantry. Remember to scavenge all the dead enemy scout cars! I made 20 fuel one game because of enemy scout car spam and my opponent lost about 60 fuel. That is a huge win for you, not to mention the manpower he lost in guards and CE. Also, if you spot an abandoned m3a1, don't bother re-crewing it. There is not nearly as much synergy with OKW, and if you salvage the abandoned car you make 15 fuel. Other than that, the best thing you can do is keep a straight head, many people panic when they see 3 flamer cars coming. Just micro to the best of your ability, and you will be fine. In: Strategy Desk |
Thread: What I don't like in Soviets22 Apr 2015, 04:37 AM
Soviets have plenty of choices early game. Conscripts, combat engineers, maxims, mortar, sniper,penals. All of these are units that can be your first unit. Anyways, I don't see anyone complaining about OKW's lack of options, OKW has a standard opening in terms of unit selection. Also, your question about "what is the strong soviet early game if they often play with only 4 cons and 2 engies" doesn't make sense to me. Are you stating that soviets have a weak early game because they decide to only use two units? in which case I say: build different units. They have plenty of choices, use them if you don't like cons/ combat engineers. You can't just look at amount of units available early and say that more is better, because otherwise USF is worst early game faction, and that simply is the opposite of fact. Your arguments seem to hinge on the supposition that cons/ engies are the only choice early game, which is wrong, and the supposition that 4 con opening is weak, which is definitely wrong. Why do you think high skill players almost exclusively use the 4 con opening if it is so bad? I would advise you to play all the factions, so that you can have a more firm grasping of their power/weaknesses, instead of only experience fighting their units. In: COH2 Gameplay |
Thread: What I don't like in Soviets22 Apr 2015, 01:47 AM
OKW in no way requires less skill in 1v1 with the current patch. OKW now has to rely more on raketens, since shrecks are no longer the only muni upgrade. Blobbing is far more painful to OKW players now, due to the large investment lost if a volk Shrek dies. If anything, OKW is the weakest 1v1 faction now. The buffs to ost t1/2 has made early game a lot easier for them, while us and sovs have strong early games and access to either fast medium armor or callins. OKW has to rely on either a flack track for early game power (which delays other tiers) or a heavy defensive build that just isn't viable vs. guards motor. (120mm) This isn't to say that OKW is UP, it just means that OKW now has many tough choices to make in the early-mid game, but have good compensation in the form of cheap, multiroll tiers, vet 5, and powerful late game units. They feel a lot more like the back foot faction they are meant to be. In: COH2 Gameplay |
Thread: Conversion abilities destroy flow21 Apr 2015, 13:31 PM
Resource conversion abilities would be fine if they had actual counterplay. Fuel caches can be killed, luft supply can be pressured/stolen, lend lease can be shot down, soviet industry halves manpower, OKW conversion isn't 100% efficient, and relies on the OKW player actually holding enough points to make it a meaningful increase. The problem with CAS is that not only is the fuel -> muni conversion instant, it also has 100% efficiency and comes in a doctrine stacked with plane callins that cannot be shot down until after the plane shoots its payload. CAS blobs do have a weakness in terms of vehicles, but I believe that there needs to be a bigger drawback for using fuel to muni. Ost doesn't really NEED armor because it has muni AT in the form of pgrens and a very nice ATG in the form of the pak 40. This being said, I very much like fuel -> muni in ostruppen doc because there is no real muni sink in the doctrine itself (besides railway which is very lategame, expensive, and more of an area-denial tool). This means that even using fuel -> muni to boost your midgame makes you weak to artillery as a blob counter and opposing infantry. Both of these are fully and partially negated by CAS doctrine. In: COH2 Balance |
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