Against Ostheer, I wouldn't recommend the HMG as Mortars and Rifle Nades are a bit too nasty and will need to many unhappy squadwipes. However, I find them quite useful against OKW as they don't have the best anti-MG tools ever. In particular, they shut down Obersoldaten quite nicely as long as they are well-positioned beforehand. |
To confirm what others are saying: you have ELO tracked seperately for each faction in each game size. Your Ostheer ranking (for example) has no bearing on how you are matchmade as Soviets.
Strange situations can happen, especially with long queue times for top players (since the system becomes more tolerant as time goes on), but these are reflective of the fact that CoH2 has a pretty small player base. Its not an ELO problem. |
I like the basic structure of OKW tech, but I think the issue is that they are afforded a bit too much flexibility. Whichever truck you put down first, you have the tools to counter whatever an opponent throws at you. Even if you go Medic Truck you have Schrecks and the Raketenwerfer for AT, and if you go Mech Truck you have Sturmpioneers for healing and both AI and AT vehicles. The availability of doctrinal elite infantry for OKW means you will never lack for that either.
Compare this to US teching structure. LT has no proper AT unit (only soft counters), and the Captain doesn't offer much of a way to counter elite infantry (both Stuart and Pack Howie are bad buys IMO). This is why airborne is practically the only viable strat at the moment: it covers this weakness. The issue of Kubel into Puma is a particular case that exploits the US's dodgy tech.
I like the idea of branching tech, but this needs to come with appropriate weaknesses and tradeoffs. Currently, this isn't the case for OKW. |
Vehicles have higher max movement speed on roads, so if you can keep the tank moving along a road it will be more likely to dodge the P47 shots. Obviously if you have Vet 1, blitzing will also help.
Getting your tank out of vision will also sometimes work - the P47s only fire on a target they have vision of, but they can scout for themselves as they fly overhead. Once they spot the tank at a certain point, they appear to be 'locked on' and will then fire on it regardless of vision. Currently, I'm not sure if its possible to exploit this in any way (e.g. using a Puma to pop smoke on a tank at the right time, or something) |
A micro trick for snipers which I find very helpful is to attack-move (a, left-click) rather than moving regularly. This means that if the Sniper bumps into an enemy squad, it will begin firing at max sight range rather than moving closer to the squad where it can come under fire. This is nice if you find it hard to devote attention to the sniper while microing everything else. |
Someone explained to me that some building models have 'critical spots' which can bring down the whole structure instantly if destroyed. You know how parts of buildings appear to fall away when hit by explosive weapons? I think when this happens to enough key spots, the building collapses. This seems to happen a lot more on Faymonville than any other map (I see it a lot with OKW truck bulldozing) |
Actually this is one of the few grenade abilities USF has that reliably goes off 100% of the time. While the animation is basically non-existent, you still get a UI indication on the ability button itself. So really it's your opponent that suffers the most from this.
Interesting, must just be my paranoia then. So many abilities are or were bugged in CoH2 that when it looks like nothing is happening with the Rifle AT Nade, I re-issue the command or move the unit or something that cancels it. Nonetheless, I think the animation should be as clear as, say, the Grenadier Panzerfaust. It just makes it so much clearer and more fair for both players. |
Another thing to try is placing mines on key chokepoints. If they rush a Luchs, most OKW players will be extremely aggressive with it so you can bait it into a mine and finish it off with a couple of Zis shots. This works best on maps like Kholodny Ferma and Road to Kharkov that have obvious chokepoints. |
I've noticed a bug for almost all units with the 'prioritize vehicles' toggle which causes them to occasionally return to firing at will. Simply toggling the ability off and on fixes it for me. |
They also need to change the animation so that its more obvious that the ability is actually working. At the moment, a lot of the time you just kinda hit the button and hope to see the engine damage icon after a few seconds. |