I have been using AG in 1v1 with a lot of success (I am currently unranked so I might just be facing noobs, but the people I have fought don't have low levels and play decently). I only build one and really what I find is that it gives incredible early game capping power. Yes late game they suffer in head on fights with other infantry, but what I find them good for is flanking support teams when my front line is engaged and going after those pesky Engies and RE that cap behind the lines.
The early game boost of getting an instant assault unit is significant and catches a lot of players off-guard.
Profile of broodwarjc
General Information
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Post History of broodwarjc
Thread: How to use Assault Grens?6 Nov 2014, 01:43 AM
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Thread: OKW Repair Speed5 Nov 2014, 19:03 PM
OKW don't get many vehicles in a game they can't replenish losses like the other factions can. Is it really so bad they have better repair to try to keep their fewer vehicles in the fight? In: COH2 Balance |
Thread: With regards to balance4 Nov 2014, 20:35 PM
Ah, so this thread was made to address Rlic's comment on "the coming months" as how long it is going to take them to get to balance. I assume they are going to have their patch team on stand-by to fix any problems in AA which is about to release (at least they better make it run smooth and close to perfect for $40). Then they will switch over to balance patches. Once again I would like ot bring up the point that multiple polls and posts by community members pointed to optimization and bug fixes as their number 1 grief with the game. So Relic is focusing on that and once that is sorted out they will turn to balance. Consider that it took them over a month just to come out with this last patch and they even had a beta for it, so I would not expect the next patch for 1+ months, especially if they need to fix any problems in AA. In: COH2 Balance |
Thread: Walking Stuka4 Nov 2014, 20:29 PM
This.^ The Walking Stuka is fine, the problem is that 3v3 and 4v4 maps are too small. ANY artillery in 3v3 and 4v4 is going to be more effective than in 1v1 and 2v2 due to map size. Whine about the map sizes not the unit. In: COH2 Balance |
Thread: With regards to balance4 Nov 2014, 19:11 PM
Calm down. Also Kubel is not nearly as bas as it was before, in fact it is very close to balanced now. Larger target size means it doesn't last to mid game and fuel cost prevents spam. It relives a lot of early game pressure that multiple super Kubels posed for Allies before. So yes stats do matter depending on which patch they are tied too. In: COH2 Balance |
Thread: With regards to balance4 Nov 2014, 17:11 PM
Source? Also another cruzz mod thread... Relic isn't going to balance the game based on player's wish lists. In: COH2 Balance |
Thread: OKW Rework4 Nov 2014, 15:08 PM
Yeah the Jagdpanzer IV needs cost decrease or buff its starting stats and lower some of its Vet bonuses(this thing is horrifically inaccurate at Vet 0). A slow long range no turret tank destroyer like this should really be more of a late game unit to counter heavies of the Allies, but they stuck it an early tier with high cost (because you CAN get it early) and gave it mediocre starting stats with great Vet bonuses(but it has to hit stuff to actually gain Vet ). This unit is for OKW, what SU-76 is for Soviets a mis-placed, over-costed, and underpowered space filler. In: COH2 Gameplay |
Thread: OKW Rework4 Nov 2014, 12:34 PM
Slowing down tier 3 though... You would need to remove the OKW's fuel reduction. The Puma and Jagdpanzer IV are just not good enough to combat Ally's medium armor spam in 1v1 and 2v2. You really need the Panther and forcing you to build T1 and T2 before T3, with the 66% fuel limit, would significantly slow down the OKW's ability to get an effective armor counter. In: COH2 Gameplay |
Thread: A Guide to 2v2 as OKW3 Nov 2014, 16:29 PM
What NOT to do as OKW in 2v2: Notice how my ally builds his first truck early and extremely close to the front lines. Notice how he fails to tell me he is building it right there until it is too late. Notice how I have to transverse the entire map to save him from his blunder. Notice how quickly his trucks get destroyed by being right in the heaviest fighting area of that map (lots of arty and AT guns). Notice how useless he is for the rest of the match with no infrastructure... In: OKW Strategies |
Thread: How to overextend and lose as OKW3 Nov 2014, 16:20 PM
Notice how my partner builds his building really far up and how he has almost no units to protect it. Notice he never tells me he is building his building that far up and how I have to traverse the map to help him. Notice how the enemy is then able to double team his building destroying his infrastructure. Don't build your trucks without support! Don't build your trucks right where the heaviest fighting is going to be! OKW trucks are not invincible! Don't play 2v2 if you are going to do this, because you will drag your partner down! In: Replays |
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Latest replays uploaded by broodwarjc
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2v2 Cons and Flame Engies beat back MG42s and PanzerGrensby: broodwarjc map: Hurtgen Forest1-634
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