Coh1, never more than 4 Riflemen before at least upgrading the Supply Depot once.
Coh2, Going 4 Riflemen + Lieutenant is heavy upkeep and manpower consumption. I guess it is better to build a second RE equiped with BARs or Zooks or flamthrower or a mortar than a 4th RM squad.
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Post History of Esxile
Thread: Is 5 rifle not meta anymore?15 May 2018, 13:43 PM
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Thread: Firefly and Jackson are too good15 May 2018, 13:40 PM
In a reasonable scenario, there is 2 stugs for one FF. Even if the FF has Tulip, it lose. End of the scenario. In: COH2 Balance |
Thread: Mentoring / partnership 1vs115 May 2018, 11:13 AM
Hi all, I'm around rank 150/200 with USF and 200 with Ostheer and I'm looking for partnership to perform 1vs1 matches. I have a micro, live on GMT+1 and speak (enough) fluently french, english and spanish with a strong accente! Sometime, after a working day I feel the need to relax having some 1vs1 games but don't necessarily want the stressful side of the ranking matchmaking. Unfortunately few people from my clan are actually playing 1vs1 so I'm looking for you guys! I can indeed do some mentoring on USF or give some help/tricks/comments on Ostheer for who need it. But if you are around my level, we could try different strats/commanders without worrying about rank and stuff like that. In: Mentoring |
Thread: Why must USF be so hard to play/suck so hard?15 May 2018, 06:08 AM
There is indeed an issue with USF build order, prices and build time attached to each unit. Ostheer and OKW can field more unit than USF and faster until the Lieutenant is hitting the field. Going more than 3 riflemen before lieutenant impact a lot your manpower income when on the same time OKW and Ostheer can field 4 gren + HMGs or 4 volks + ST while as USF you are stuck into 1 RE + 3 RM + possibly a mortar if you need it. Then when the lieutenant hit the field you can re-equilibrate the balance, but that's a lot of time outnumbered in unit and firepower.
The problem with volks is the snowball effect associate to STGs not having downsides. BARs have downside: fuel price to unlock and heavy munition cost to equip. In: COH2 Balance |
Thread: Why must USF be so hard to play/suck so hard?14 May 2018, 11:15 AM
Was working till last patch, today going captain first is kind of suicidal without airborn to drop you a HMG. At the same time, Pz4 have become extremely potent vs infantry and zook are not mean to counter mediums anymore. There is a number of reasons why Pz4 hit the field first, 1- because USF LV have been overnerfed to the point their fuel investment doesn't worth it. 2- Zook have become ineffective vs Pz4 unless you massively equip them, to not say to blobb them. 3- It is probably a mix of a lot of changes done on the last patch but Ostheer can easily rely on heavy T1 build, skipping T2 and still have a lot of map presence even if you have a M20 or M15 on the field. It is also map dependent. I'll say the underlying issue of USF today is this faction has been designed around design strength and weaknesses. Little by little all his strength have been nerfed to be on par with other factions (you know the standardization stuff) but without compensating their weaknesses. And even when they did it it came with another nerf behind (giving Mortar to counter HMGs and then removing smoke on RM). Looking at how the modding team is standardizing all factions (for good or bad), I can't see how they will be able to keep USF balanced without making HMG and Atgun available at the same time from a unique tier. I mean, if they keep it that way, T1 need to be superior in AI function to other factions and T2 superior in AT function to other factions because their is a natural balance between having superior AI but inferior AT and versa. If they change it and leave USF T1 AI not better than any other, then you make it equal to Oshteer or OKW, then you give it an Atgun accessible the same way they both do. In: COH2 Balance |
Thread: My thoughts on USF and why it is so hard to play14 May 2018, 07:23 AM
Lol try to play USF vs Ostheer without an early mortar on 4vs4, impossible. If you want to do something on 4vs4 as USF you have to play it as a support faction the same way Oshteer does: bring an early mortar, bring an early ambulance, build an early position to lock down an area. Key to success on 4vs4 as USF is to not build more than 2 riflemen squads early game (and definitively not 2xRM as first unit). The good point with that is it leave opened the Airborn commander to complete your army and I like to play Airbron atm Usually RE 1xRM 1xMortar 1xRM or early position Ambulance In: COH2 Gameplay |
Thread: Snares12 May 2018, 09:53 AM
They need the building from which you can purchase them. The snare question is an interesting one but should be asked in another way 1- Should all Pfaust be snare or should pfaust be always a snare. Gren having Pfaust is important early game vs M3 or Bren, but should it be a snare? Could we imagine they just deal damage early game and then require an upgrade to snare. 2- Should all tanks have the same snare threeshold? There are tanks design around mobility and having less armor. Why would those tanks being snared at 75% health. -3 USF snare is a gimmick, requires Vet1 and take ages to fire, you can have your target close to you when you active it and already be in the fog of war before you actually hit it. I don't remember if the minimum range have been removed. OKW and Ostheer having AT power (from pfaust to shreck upgrade) on every of their infantry except Pio and Obers is also something to be considered. In: COH2 Balance |
Thread: COH 3 CONFRIMED?!11 May 2018, 20:41 PM
I don't really understand what you want to acheive with the Italian and French. It is far better to build a concept around 3 core army (USF/GER/SOV) and add through doctrines or commanders some of the French or Italian composents. I don't include UKF since it has been a failure for twice, let's leave them alone. In: Lobby |
Thread: idea about fallschirmjager8 May 2018, 10:20 AM
Lol if this is not a love demonstration, what could you do without him In: COH2 Balance |
Thread: OKW stuka balance (possibly OP)?8 May 2018, 09:13 AM
The last game where Hans and Devm didn't cover their flank to two suicidal flanks. Pwerfer and Stuka were winning them the game after havind had such a bad start, but they didn't thought about suicidal flank. Next patch will probably correct that to make T34 and Cromwell less performing against them. In: COH2 Balance |
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