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Thread: Replace spio with vgren as okw starting unit16 Feb 2016, 10:46 AM
You can also rush his own cutoff with your squads, it is not like he'll be able to cover all the map while keeping his sturm at your fuel/cutoff. In: COH2 Balance |
Thread: Rifle sight range from 35 to 3816 Feb 2016, 07:58 AM
You realize that the mg42 doesn't know where you're attacking from too right? Difference is, if the mg42 guesses wrong (or is flanked) it can often result in a wiped (or even stolen) mg. On the other hand, the riflemen can simply retreat and no harm done except a failed attack. Setting up mgs requires similar "intuition" to flanking mgs. Can you remember us the pioneer vision range? In: COH2 Balance |
Thread: Replace spio with vgren as okw starting unit15 Feb 2016, 21:08 PM
So don't rush your fuel. We all agree SP that early with the Kubel behind is a problem but you can easily overcome it by capping everywhere else. Plus, with practice you pretty much know where you can send safely your capping unit, where you'll have the advantage etc... In: COH2 Balance |
Thread: USF 1v1 vs. OKW mid rank15 Feb 2016, 16:17 PM
I feel like a prophet always talking about Jesus WC51 rush vs OKW. Here again, I will. RE start = occupy critical house 1xRE - capping duty 1xRM - waiting at the map entrance WC51 - load your RM and get a ride. Use the push technique to not let his squad in cover. 2xRM 1xCapt - keep him at your base to faster the next units building time: 1xPak and in the order you want: 1xStuart BARs Grenades With this cheesy strat, the more the OKW player is pushing you early game the better it is. 1- He put his ST in a house at your cutoff, cap around and rush his cutoff/kubel/volks. You'll see his sturm coming back asap and pick him like a cherry on the top of your birthday cake. 2- he chases your RE with his ST, rush him with the WC51 and rape his ass. Next go for his cutoff/Kubel 3- always focus to take him his fuel point, you have to pay for your 40fuel WC51, so don't lose it, cut his fuel and link it to your HQ the longer you can. 4- Your WC51 and the Rifle inside will vet really fast, I mean do not be surprise to get vet2 in less than 5 minutes. 5- no manpower bleed. If you don't lose your WC51, you'll suffer near to 0 manpower loss. 6- You're pretty sure he goes T1 because he need shreck asap and heal. The only counter he has early game is to stick his troops together or early raken + fast T1. But at your level, lower but around mine, you'll pick up each of his squad 1 per 1 and completely destroy him. tips: If he goes sturm + kubel push, a WC51 is still a good option, unload your RM in cover at distance of sturm and focus fire on it. Adapt depending on what he is focusing usually your WC51, so unload + retreat the WC51 to keep it at support range. Do not underestimate the point blank damage of the WV51 crew: if he is rushing your WC51 from flank and you see it cannot make it, press D + T button to unload your RM first (instant) and the crew (3sec delay), you'll ripe him. You can also only press T to unload all of them (3sec delay) but careful to not lose the WC51/crew + your squad because of the delay. In: Strategy Desk |
Thread: Replace spio with vgren as okw starting unit15 Feb 2016, 11:56 AM
Actually it is a super all time faction In: COH2 Balance |
Thread: Replace spio with vgren as okw starting unit15 Feb 2016, 09:26 AM
Spios as starting unit are mostly fine. OKW wouldn't be the special snowflake otherwise. In: COH2 Balance |
Thread: How do you decide between going T1 or T2 15 Feb 2016, 08:41 AM
Open map: Starting RE 1xRE 1xRM 1xWC51 2xRM Capt Pak Stuart Micro well your WC51 and you'll get rewarded of a Vet1 or Vet2 rifle before 5 minutes play. |
Thread: Lengthening and Enhancing the Infantry Combat15 Feb 2016, 08:26 AM
Correction. Vcoh USF had a T1 Jeep to hunt snipers and to go non-meta 4RM start, USF could also build T2 first which, in a 1vs1 perspective was suicidal but much more interesting in 2vs2 and above teamplay. Last but not least, you could go T1+T2 as USF to have a strong infantry play but no AT. Delaying light vehicle play by 1 or 2 minutes is just a way to make Ostheer/OKW early game more powerful than it is. the M20 which is the best light vehicle in game is perfectly balance vs Ostheer/Sniper/grenfaust and OKW/Sturm-rape-pio/raken/vshreck. In: COH2 Gameplay |
Thread: Veterancy15 Feb 2016, 07:59 AM
As those of us who play all five coh2 factions know, veterancy works the same way for every faction and for every unit. Your unit does or takes damage, it gets veterancy. It kills models or tanks, it gets veterancy, etc. I liked US veterancy system on Coh1 but it would completely break the game to apply a similar model to Coh2. Imo, the best that can be done today is probably apply a general nerf of 20% veterancy speed rate for all infantry squads, they are vetting too fast actually. In: Lobby |
Thread: How do i take out building MGs early game?13 Feb 2016, 14:04 PM
I found a good tactic actually.When you see a mg setting up in a building , go near to it and start firng. When it has set up ,go around it and continue fire . Instant set-up make it complicated. |
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