Speaking of p47's there was one time on Lienne I had a tiger pinned with 3 easy 8s and my buddy calls in the p47's on it and they destroyed the tiger and two of my easy 8's. Not sure if this was bad RNG or what I pin tigers with the easys all the time with p47's calls on them and generally it seems to me friendly tanks take no dmg or very little and I almost never lose a tank from friendly fire of the 47's. Anyone know for sure if the p47's will friendly fire your tanks if they're close or if this is just not suppose to happen? |
Please do not polute us anymore with your "extraordinary" skills "proven" against people that hardly played 1-2 games of 1v1. Your bad behavior is evolving from borring into irritating. Nobody is impressed by your "performance", be at ease. Post a reply when you beat players better than you, and we will wach and maybe learn something. But nobody cares about your nonsenses that are, by the way,
With all do respect Alex was asking for it by talking about the "Caliber of player" that queen is.
In a way that insinuated she/he was not a very good player. |
incendiary arty from the normal IS2 commander shuts down all "pak" play
and the isu commander with the bombing run also kills the pak with 1 attack
and no 50kg stuka bomb commander have super heavy units which deletes infantry and is immune to paks like isu or is2 with incendiary arty
Your assuming they are going to have munitions every time to drop incendiary and vision of the pak to do this and that there will be just one pak? The thing shoots through buildings and halfway across the map and I would think they would put it somewhere behind a defensive line making it hard to get to. The incendiary decrews it and denys recrew for a bit but it can be just recrewed. Sure there is other forms of arty for soviets to take it out as well as you have plenty of arty options to take a B4 out. I have never seen a IS2 rape an KT unless said user was a moron and let it drive behind it and do nothing about it. your saying the KT cannot what so ever stand up to the IS2 especially with shrek mobs around it? Ludacris. I assure you they won't be firing at the shrek mobs rather than the KT. |
http://www.coh2.org/topic/31417/vehicle-phasing-a-how-to-guide/page/1
Well perhaps they will fix this some day as it hurts allied players the most and makes german tanks that much harder to kill than they already are. Nothing more anoying when you have a KT or T or Panther blocked in and they are able to escape from the "phasing". |
I will try to get a video of this next time it happens but what happens and I will use the exact example that I've seen happen at least 3 times now in 4v4 and my team mates did too is I parked a couple e8s directly behind a enemy panther hoping to block it obviously from escaping or being able to reverse. My e8s were both CLEARLY behind the back of it when at the time it was just sitting there and then somehow the panther reversed straight through my e8s and escaped as if it was a ghost that entered ghost form and went through my shermans by tapping into the spirit world. They are hard enough to kill as it is with there race car engines and get out of jail nitrous button. Also it does not seem like the shermans block other tanks properly sometimes like tigers and kts. |
Pff do you know how many 85's or e8's it takes us to actually take that thing out. The way it use to be I would completely suprise it with my e8s lets say 5 of them completely surrounding it and some behind it some how it would still manage to just back its ass up against a building or something like that and boom I end up losing all my tanks because they could not pen the front or sides reliably enough that the at guns are targeting my tanks now and the shrek mobs have arrived and there always shreks somewhere nearby. The result a lot of times was even tho I caught it out of position it could still manage to survive with say only needing like one pen hit left to kill. That thing was auto loss for a heavy USF force in 4v4. Part of the reason they lowered the armor I believe was so the jackson could reliably pen it which it should its mostly the only answer the USF had for it but then they would not reliably pen it and the jackson is so susceptible to other AT. If they put the armor back to where it is then it needs to take much more dmg faster in the ass. Also there are plenty of maps where it is near impossible to properly flank with with mediums. |
Are we playing the same version of coh2?
Yeah I think so the one where your t34/85 can be knocked out in two hits of a flak emplacement, at gun, or jagdtiger that can fire halfway across the map? or a Tiger crew shocking your tank every other hit. |
Throughout the patches the Soviet faction has been buffed for the lategame, while the Axis lategame has been made weaker.
Now Soviets have the advantage of survivable infantry (6 entities) and weapon crews early and get better tanks late game. The IS-2 is better than Tiger and King Tiger for cost, the ISU has a better use than the Elefant (barely loses to Elefant, yet can easily kill infantry).
Conscripts are still conscripts there is 6 of them because they have crap stats. Guards can be good but axis I believe especially okw still have on par infantry or better.
Soviet call ins are way too strong and provide too much synergy with T-34/85s and mark target or Guards + ISU-152 etc. Added to that they are dirt cheap because no teching is required.
I agree with mark target this works great with a USF partner with E8's or Jacksons. Although no teching is required soviets will have a really hard time surviving if they do not tech t3 or t4. Waiting for there 152's or IS2 in 1v1 or 2v2 I think it would be impossible not to tech 3 or 4
The worst is the ability to easily wipe any Axis infantry with expandable mines and demos, Mortars, or even lategame call ins.
Don't think the 120 is that great anymore it has been nerfed several times with its range and lethality. As for the mines that is just your own fault IMO maybe the munitions cost should be raised a bit because it can be very effective but a simple mine sweeper fixes this. As well as I have lost plenty of allied units to good axis players who like to use mines/demos
Certain maps can be easily locked down with the 120mm mortars. The Soviets have the best:
- Artillery (120mm, Katjuscha, 152mm)
- Tanks (ISU-152 is more versatile than ELefant, IS-2 > Tiger and even KT for cost, etc.)
- Explosives (cheapest mos useful mines, Demos) + usually ammo available
- survivability of infantry (6 men)
How is the katusha better than the walking stukka???? it has relatively low lethality compared to the stukka that is just non sense. Stukka there is a high chance your going to lose a squad or two even with immediate retreat. Katusha you most likely won't lose any.
Imo that´s too much. They go from early game advantage to lategame advantage.
Tl;dr: The real problems are:
1) Cheap call ins,
2) No other faction has that much of a squad wipe potential
-- a) Artillery advantage,
-- b) Mine advantage
3) Survivable units,
4) Yet a lategame on par with the Axis factions,
5) Can easily take losses, while a wiped unit as Ostheer cripples you.
This issue is especially a problem in team games, where the Soviet advantage stacks. More squad wiping, more artillery, yet equal tanks.
I still find the axis have the advantage late game there resource rates excel later on with trucks and what not seems soon as well kill one tiger or kt another one is right there to replace it and eventually we can't keep production up quite the same the axis still has far better AT options with there at guns, shrek mobs, pak emplacements, jagdtiger. |
OKW needed the Ober nerf = Check
OKW needed the shrek nerf = Check
IG needed the buff = check
KT needed the iWin button nerf = check.
Now OKW can be somewhat competitive and not bat shit OP. OKW was abomination in team games, no wonder all the n00bs picked this army. Now the ELO has been adjusted just for this. LOL
All that is missing is Walking Stukka wipe all your infantry at once nerfed check box checked.
They tried solving the issue before by buffing the katusha then everyone freaked out when all that was needed is put the stukka on par with the katusha but usual relic backwards thinking although this finally seems to be changing.
And the raketenwerfer got a buff too I think which they did need. |
You're forgetting how the forward retreat point and the concentration of force contorts the effective map presence of an OKW player, which will also be endangered unless it's placed within the HQ which naturally doesn't exert any pressure on the map. Presuming it has been placed further forward the use requires being sound in micro, you're forced to break off engagements earlier since you can't snap retreat and you have to invest a squads worth of resources to negate that, further gimping your map presence. This is also presuming the OKW player hasn't gone mech reg, while being a superb hard counter to LT. openings, takes a little more work against Cpt's.
On many maps IMO there are very key points that lead to control to the several other key points and some the majority of the map. Having that concentration of force to take over these key points can win the early game in my opinion. if we lose trying to contest one of these key points early game and you have time to set up defenses it takes the USF too long to get the support weapons we need to push you out of these key points. yes we could settle for other areas but like I said it will probably end up in defeat. I agree our starting infantry are better but okw can go mg34 or kubel rendering our better infantry useless when they are pinned. Especially the maps where they put two victory points and fuel close together lets say an area highly contested if we lose the first fight there and okw have time to set up we are probably done for unless we can buy time to get arty etc. I am not saying they are much better I feel a good USF player can win that first fight there are things we can do smoke garrison etc to win that but I feel right now things are pretty even compared to before.
However your not going to agree that the forward hq truck which is really hard to destroy early to mid game does not allow okw to have a better map presence from simply getting to points faster and to defend points faster? I notice this all the time. It takes USF a much longer time to get our major and a med truck up and going to do this equally but it is highly susceptible to the walking stukka or anything really unlike the hq truck even if I force you to retreat off it I would have taken loses and if its already set up what are riflemen going to do to it? You can simply take it back once you've refreshed your squad. Plus you can just reinforce defending it why i'm attacking it your going to win that fight. Even if you conservatively put the truck a point ahead of your base its going to help get your infantry back on the front line faster and key points. I guess a captain could take it out but that is going to take time and I doubt you could get him close enough with a force to do that |