I use the M20 in team games. Its a super mobile sniper with that .50 cal and having access to better mines is always a plus. At vet 2, its a speed demon.
Anything outside of a medium tank or correctly placed ATG can't kill it. I use it at max range to slowly dps down infantry.
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Thread: Someone have use the M20 lately?28 Apr 2020, 16:53 PM
In: COH2 Gameplay |
Thread: In depth - scatter and how it works28 Apr 2020, 16:51 PM
Thank you for the excellent guide and the suggestion! Question: Does this mean that attack ground on heavy vehicles is better at wiping infantry especially against infantry that is in cover. Cover will give them a 0.5 accuracy modifier so if they are close, it seems like they will hit more accurately even with scatter. In: COH2 Gameplay |
Thread: Adjustments for the Brits28 Apr 2020, 16:46 PM
Sorry I worded that wrong. I want my fuel investment into the Bofor not to delay my tech just like Schwer. In: COH2 Gameplay |
Thread: Adjustments for the Brits28 Apr 2020, 16:38 PM
Bofors at anvil tech comes too late for it to make it a effective option in the game. Currently Bofors comes out the same time Stuka and AT guns can come out which makes it already kind of a useless investment. About the same timing as the Schwer Panzer HQ while not providing the same benefits of the Schwer. In: COH2 Gameplay |
Thread: Panther28 Apr 2020, 14:57 PM
If you are buffing damage then you should nerf the range advantage Panther has over other meds. In: COH2 Balance |
Thread: The Company of Heroes 2 Veterancy Guide28 Apr 2020, 14:47 PM
Thanks for the update bro! In: Guides |
Thread: Infantry vehicle snare comparison28 Apr 2020, 14:47 PM
At this point, I am scared that normalizing infantry snare penetration might upset the balance of the game. I would like to see them normalized though. It makes no sense for Axis to have more reliable snares and thus use less munitions as a result of that. Maybe it would be okay when faust missed some shots but now its just as reliable to hit as any other snare. In: Strategy Desk |
Thread: Adjustments for the Brits28 Apr 2020, 14:31 PM
My idea for bolster is just to delay it slightly as an adjustment instead of a major change such as moving it to company command post. MP is valuable resource in that it is required to train new squads and reinforce existing squads (especially if models are lost in combat once bolster is completed). I think 150MP is already on the high end of adding to the MP requirement. The reason why I suggest adding grenades as a requirement is because it eases the transition as you can get it earlier and while fighting and it delays *research time* of bolster as you have to wait for research grenades first. The UKF player is already significantly investing into their infantry by researching grenades and bolster and they should see a return on that investment. The delay is 3 fold. 1. MP requirement adds delay 2. Grenade research requirement adds additional time delay 3. Reduced fuel cost to compensate not being able to tech to company command post and thus get pyrotechnics and medical supplies which is another power spike to infantry sections. I see healing in the field as very powerful. Keep in mind that not getting medical supplies means a higher MP bleed over time, using MP for medics is also another form of MP bleed. Royal Artillery isn't even that great in team games. I find it pretty lack luster especially if your team can't hold ground. And if they can hold ground, they probably don't need (you) royal artillery in the first place. Watch PFC02 on twitch play royal artillery in random team 4v4. Most of the time if he wins, his team carries him and if he loses, its because he didn't have enough impact on the game to turn the tide as royal arty. Don't take away valentine from royal arty. RE: Blob clearing UKF is very vulnerable to blobs. They don't have a dedicated unit to deal with blobs. They can't punish blobs in the same way that other factions can without doctrine units. They either have to counter with their own blob (and be susceptible to enemy blob clearing units) or go a specific commander to deal with it and this is not something you can predict will happen in the game. Outside of what I mentioned before (mortar pit/land matress), you can also try running them over with a Cromwell/Comet but thats a great way to lose your Cromwell/Comet if they have a snare unit in their blob. I will list the blob clearing units of other factions that do not require a commander. USF have Sherman HE, Pack Howie, Mortar Carriage. Soviets have katy, demo charges. OKW have IG gun and stuka. Stuka arguably the best blob wiping unit in the game. OST have MG42, Brumbar and Werfer. OST have it good in the blob control department in regards to suppression. I don't mention the MGs in other factions but the MG42 is the best in the game for suppression and the werfer is the fastest out of all rocket artillery and includes suppression. UKF has a mortar pit which can be easily destroyed by any other blob clearing unit. Building a mortar pit is kinda like a double edge sword. You can fight blobs within the mortar pit's range but the enemy can get a blob control unit to destroy the mortar pit and then they can't blob to fight the enemy blob. In addition, you have to put a squad in the mortar pit to make it fight better which is a great way to lose a squad. I didn't mention pyrotecnics as a counter but that comes waaaaay too slow and has a very obvious indicator of where its going to land for it to be an effective blob countering tool. The only effective method I have used to counter blobs is a vickers MG in a trench but it can be easily countered by moving around it, smoke or indirect (such as a stuka). It doesn't punish blobs, only suppresses it so you can deal with it using something else. Edit: Forgot about Brumbar In: COH2 Gameplay |
Thread: The Pershing.28 Apr 2020, 12:05 PM
Side note here: The pershing HVAP skill shot is soooooooooooo good. Its like firefly calliope rockets but costs less and takes slightly longer to fire. Same damage as both rockets hitting. In: COH2 Balance |
Thread: Why on earth do sections need 50% moving acc? Seriously.28 Apr 2020, 02:27 AM
Seems like a lot of people in this thread are nostalgic of the times pre-winter balance patch when UKF was a joke to play. Infantry sections are fine now. Its bolster that needs an adjustment. Prepatch infantry sections were a joke, lets not return to those times. In: COH2 Balance |
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