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Thread: I am very angry! you have to do something!4 Jul 2015, 11:25 AM
What was your doctrine? |
Thread: How easy is allied meta?4 Jul 2015, 11:23 AM
Well pre patch soviet meta was by far super easy. I shot up the ranks the moment I started using guard motor or dual is2. Now that the bullshit has been fixed mgs get overbuffed and we are on to something new. When they rid us of soviet meta they needed to change up the tiers. If any Sov players were doing the same, you would shot up nothing. So in fact Sov isn't that OP, just one of its doctrine abused by many including you. I would like to see you doing the same using NKVD doctrine or simply not picking any commander. When we say CAS doctrine is OP, we aren't saying Ostheer is OP. In: COH2 Balance |
Thread: I don't understand what I'm doing wrong... (as USF)4 Jul 2015, 11:10 AM
Here some tips you can always follow, they are viable in 99% of situation, they aren't going to make you lose by themselves if you follow them. If you go T1 (lieutenant): always unlock zook and equip your RE squad. Or simply inlock it and wait to see if you see a 251 or other mechanized unit. Unlock BARs as well after. Zook will be your only AT capability for some time, better have it ready. Zook + half-track together = beat T2 ostheer, half-track T2 OKW and is really good vs puma but you need some micro + luch T3 OKW here again with some micro. If you take his fuel for a good amount of time early game = T1 + half-track. You must preserve it vs the pak but this will be your best early asset to hold the line (+ a .50). The m20 is more interesting if you didn't succeed to take his fuel, cheap in fuel and good for harassing. If you go T2, always unlock BARs. Going T1 + T2 as USF is really situational. I'll say only if you see an early Stug / Ostwind or Jagpz4. The rest of it is manageable via T1/zook + T3 + commanders assets. Airborn to skip T1 is ok if you have a really good micro. You can't have more than 1 para in 1vs1, they are too expensive. Airborn is better to skip T3, in fact to drop an ATgun if required. Actually with the new HMG42 meta, infantry doctrine with the mobile mortar is more than interesting. The commander would have work very well in you game. Early mortar + hmg.50 to cover it. |
Thread: I don't understand what I'm doing wrong... (as USF)4 Jul 2015, 05:28 AM
I have watch the half, until you finally lose control. 1- Really early you see his BO, 2xpio + 2xMGs + 2xMortar. He only has capacity to stand, not to push. And you don't take this parameter in account in your BO. Imo, you first wrong decision is your M20. he has 2 Mgs in 2 houses covering eahc other, 2 mortars, you also see his bunker and you build a m20, completely useless vs them. You have both fuel points by that time so you must invest in something having more impact. In your situation, I would have build a half-track to push, put him under pressure. He would have been forced to build pak to counter you or to have a vetted MG. 2nd wrong decision, after your M20, and in the optic of your BO was to go T2. You still dominate him but you build a tier that doesn't help you at all to push him. T1 + Zook is enough, the only threat would have been a 251 or other mechanized unit since an early T3 is difficult: he doesn't have the fuel. He is starting to blob and you have nothing to counter him, that a problem with USF. (but what else can you expect from a Chinese player) If you had gone T3 and an early sherman HE shell or a Scott, he would have been more in trouble. He went double Puma, which would have counter you somewhat, up to you to micro your sherman and equip more zook. This is why I say an early half-track would have probably been the game changer, with that you could have push him out of the map. Build a cache and fast sherman. |
Thread: Stug G vs. Soviet and Allied armor3 Jul 2015, 13:08 PM
Look, remove it from Stuart as well if you want. In: COH2 Gameplay |
Thread: Ostheer HMG too strong now3 Jul 2015, 09:23 AM
1- I don't love god. 2- S-mine are denying an area, same if you can be smart and not go in. You have to use a RE squad to remove it and it covers very well your flank, probably better than in coh1. 3- Volks are weaker than rifles and only better at long range, like gren but no LMGs on them. 4- M8 isn't a Stuart, Stuart doesn't have AT mine, Stuart doesn't have an MG and M8 hasn't any AT abilities to stun or engine damage. 5- US HT could be upgrade with airflak and still reinforce and was enough durable to only be countered by pak, shrecks and tanks. I don't know why you are trying to tell us USF flanking is fine in coh2 because it was fine in coh1. In Coh1, it was core design, it is not in coh2. The game coh2 has been designed to be accessible to the mass, to blob, to not rely on flanking because that too complicated etc... We are probably agreeing on that point, that is a shitty design and coh1 is by far better. But now they decided to bring coh2 to coh1 level of micro without giving USF the tools to do so and still leave to Axis the side compensations: larger arc of fire, pio vision, pio better than RE, hmg42 dealing more damage. In: COH2 Balance |
Thread: Ostheer HMG too strong now3 Jul 2015, 07:59 AM
But less map control. It has never been a problem to sustain 2xE, 4xR 1xRanger or 1xPara if you use them properly without bleeding hard. You had 3/4 of the map to compensate your upkeep and as reward real option to shutdown his own resource income and popcap (This is exactly why the system has been changed). The problem for the US has always be the transition into the motor pool/tank depot, BARS first or motor pool first. And of course, unless being newbie, you always build your SY as soon as possible, same if you went airborn and skip the motorpool. Flanking was easier in Coh1 because you had more tools and Mgs were weaker. 1- HMG More expensive, only 3 guys and by the way less durable. And the arc of fire were shorter and pio didn't give you extra vision range 2- Volks weaker a mid range and you had to decide to upgrade them to make them short range or leave them as they were until building a bunker and starting gren zombie spam. they were cheap to reinforce but cost only 10mp less to build and didn't scale at all late game. 3- Engi beating pio 80% of the time, not like pio beating RE 120% of the time. 4- Engi having flammer. In fact many flank was performed by your Engies + rifles 5- Werhm mine were strong but not denying a super large area like in COH2 5- M8 was 10x stronger than the actual M20 6- BARs upgrade was global and volks didn't scale at all. So as Axis you were force into teching to get grenadiers, you hadn't access to LMG in your basic units. LMG was far more expensive because the ammo income reduce, in many years playing Coh1, I have never see anybody able to build LMG on any of his grenadiers in 1vs1, unlike in coh2. 7- Atgun more effective 8- halftrack could reinforce in the frontline and wasn't that pain to micro like the ambulance is. In: COH2 Balance |
Thread: USF post patch strategies2 Jul 2015, 10:44 AM
i've been enjoying armour in 4's. I have the impression this patch the USF/Wherm match-up us more an early all-in than before vs OKW. M10, Stuart and Jackson are too well countered by StugIII G + pak so investing on them is already a result of an early game failure. If you are dominating, those units are pretty much irrelevant, they are designated to counter armor, and you must deny him armor. I have tried a lot to go T2 vs wehrm and I get nothing good from it, T2 USF can't help you to hold any line of fire, and that's what you need after the pushing phase. How I see the game meta: 1st phase: a Rifle domination via flanking and constraining him at his cutoff. (early BARs + nade). 2nd phase: T1 with suppressive platforms (both .50 and half-track) + a m20 if there is a sniper. This is usually the moment he get stronger. You probably bleed a lot to maintain the pressure and he got access to more HMGs and mortars and probably a 251. 3rd phase: build caches while he is still at his cutoff to get a faster sherman to finish him off. Infantry company is good, you can invest in a mortar instead of halftrack, 1919 make you save BARs upgrade, m7 mines + sandbags. Rifle company gives you flares + flammers = nice combo with smoke, ammo intensive, you must build 1 ammo cache. Reco commander is nice for the IRpathfinder, if you opponent is really static I have been playing a lot with the armor commander before the patch. And it was already a real gambling since you don't have anything usefull before 7cp. M10 + Bull are really good combo indeed but you are betting to win mid/late game with it. Or mid/late game, USF is not in favor vs an Ostheer player who consolidated his side. |
Thread: Ostheer HMG too strong now2 Jul 2015, 07:36 AM
HMG42 is an issue vs USF because it let the Ostheer completely dictate the game path without giving USF a hard counter coming in time. It is like playing paper/rock/scissor and Ostheer player can always select the 3 options but USF only 2. If an Ostheer player wants to BO an heavy MG opening, USF player should be able to get a quick counter. I face a guy yesterday who build 3 MGs in a 1vs1, all in a narrow area covering eahc other, I had to flank him from all sides of the map, with the right timing positioning each of my squad in cover, from 3 different "screens" position, at the same time being aware that he could use couple of riflegrenade to dislock some of my squad from behind his HMGs. I had to use smoke from different position to push, coordinate it in the different screens with hotkeys etc... Of course he had a pak behing so no light armor push. Him, he has everything in the same screen vision, HMGs, grens, pak, pio. I finally manage to cut him and he still found a way to insult me before surrender. So yes, that was entertaining, stressful and the victory really grateful. But still, I made the game, I use 3 times more micro and decision making that him. And he could, at any moment reverse the battle simply because I didn't have the right tools to counter his HMGs, because USF doesn't have those tools. Flanking is part of USF gameplay, yes it is. But it doesn't mean that you could only be doing that with no support tools from behind. On the other side, I don't see a lot of Ostheer flanking anything, they are blobbing with an HMG in the middle, when the contact is made, deploy the HMG and place gren in cover and wait for the suppression. Repeat it a 2nd time adding a mortar, repeat it a 3rd time with LMGs, pak etc... In: COH2 Balance |
Thread: USF post patch strategies1 Jul 2015, 14:10 PM
Mg42 meta is coming, it is not uncommon to see 2-3 mg42 in 1vs1 now. Flares are really good counter. Rifleflammer: Flare the area, smoke the MG and burn it with attack ground. Axis players were complaining about seeing this commander too many time, it is not going to change with those changes! Do not forget to build 1 munition cache. |
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